How does an art-driven indie studio ensure consistent version control from a disparate and highly distributed community of creative contributors? Sycoforge was deep into an ambitious transmedia project that included Return to Nangrim, an adventure RPG supported by multimedia and sophisticated linguistic components.
However, their existing version control system (VCS) was a programmer’s tool. It wasn’t designed to serve the creative side of game development, and Sycoforge needed a change.
Download this case study to learn how Sycoforge:
- Increased commits by 300% and made merge conflicts insignificant
- Migrated from Bitbucket to Unity Plastic SCM mid-project in under a week with no issues
- Empowered artists to take control of their own versioning without burdening developers