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Version Control For Game Art

Started by June 11, 2009 05:46 AM
3 comments, last by LockePick 15 years, 6 months ago
Hi All, Do any of you have an idea what is typically the "industry standanrd" version control app to use for game art with DCC tools such as Max and Maya etc as well as Photoshop etc? Regards
I've seen SubVersion used, but it's not optimal for large files, which can be the case with art sources.

I've seen AlienBrain used too, in this case it was chosen for having decent support for large files, MacOS support and I think it had good image-diff tools as well.
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I think Perforce can handle code and art asset files. EPIC Megagames used it for all Unreal assets for example.

edit: link
At work we use SVN for code and assets. Everyone I know who has used AlienBrain has said it is horrible. SVN may not be "optimized" for large file sizes, but it is stupid simple to use, which is always a bonus to keep people from accidentally screwing anything up.
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter
I know some professional artists that use Dropbox... but generally more for individual usage rather than a business-wide solution.

I worked at a startup that used Subversion, and that's what I use for my company as well. Works fine enough for your average project. Don't know how larger companies handle it.
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