Solutions / Game Development

Git hosting built for game studios

Traditional Git hosting breaks down with large binary assets. GitForge stores everything in S3, includes unlimited bandwidth, and provides file locking with heartbeat keep-alive. No per-GB data packs. No bandwidth surprises when CI pulls 50 GB of textures.

Features

Everything game teams need in Git

Git LFS batch API with resumable uploads
File locking with heartbeat keep-alive
Unlimited bandwidth on every plan — CI pulls included
S3-backed storage for repos of any size
Path-level RBAC with glob patterns
Branch protection with PR requirements
Webhooks for build pipeline integration
SDKs for TypeScript, Python, and Go
Asset manifests for binary file tracking
CLI for scripted workflows and automation
Capabilities

Why traditional Git hosting fails for games

Game projects contain binary assets that can not be diffed or merged. Repos routinely exceed 50 GB. CI pipelines pull the full repo on every build. GitForge addresses each of these constraints at the infrastructure level.

File locking with heartbeat

Binary files cannot be merged. Lock textures, meshes, and audio files before editing. Locks are visible to the entire team. If a developer leaves without unlocking, the heartbeat stops and the lock auto-expires.

S3-backed storage

Game repos regularly exceed 100 GB. GitForge stores all objects in S3-compatible storage with no filesystem limits. On the Custom plan, connect your own S3, R2, or MinIO bucket and keep data in your infrastructure.

Path-level RBAC

Artists access art/**. Engineers access src/**. Level designers access levels/**. Glob-pattern permissions prevent accidental cross-discipline changes without splitting into multiple repos.

Branch protection

Require pull request reviews before merging to release branches. Enforce linear history for clean builds. Block force pushes to protected branches. Rules apply per branch pattern.

Unlimited bandwidth

Unreal .uasset files, Unity .unity3d scenes, .fbx models, .blend files, textures (DDS, PSD, TGA), audio (WAV, FMOD banks). Push and pull without per-GB data packs. CI pulling 50 GB of assets costs nothing extra.

How It Works

A typical game team workflow

1. Artists lock binary files before editing

Run git lfs lock character_model.fbx before opening the file. The lock is visible to the entire team. Heartbeat keep-alive prevents stale locks from blocking work.

2. Push textures and meshes via Git LFS

Large binaries (.uasset, .fbx, .psd, .wav) are stored in S3 via the LFS batch API. Pointer files go into Git history. Unlimited bandwidth means no cost surprises when the asset library grows.

3. CI pulls the full repo for builds

Automated build systems pull all assets on every build. Golden pack caching accelerates full clones. Bandwidth is free on every plan, so nightly builds of a 50 GB project add zero cost.

4. Path rules prevent accidental cross-discipline changes

RBAC glob patterns restrict who can modify what. Artists push to art/**, engineers to src/**, level designers to levels/**. One repo, clear boundaries.

Who It Is For

Built for teams working with large binary assets

Unreal Engine teams

Large .uasset repositories with textures, meshes, blueprints, and cinematics. File locking prevents merge conflicts on binary assets. S3 storage handles repos of any size.

Unity teams

Scene files, prefabs, and asset bundles versioned alongside code. Path-level permissions keep artists and engineers in their respective directories.

Audio, VFX, and cinematics teams

WAV files, FMOD banks, video renders, and particle effects stored in Git LFS. Unlimited bandwidth means pulling large media assets costs nothing extra.

Studios migrating from Perforce

Teams that want Git-based workflows with the large-file support Perforce provides. Per-seat pricing with no infrastructure to manage. Standard Git protocol, standard Git clients.

Frequently Asked Questions

Can GitForge handle 100GB+ repos?+

Yes. All Git objects and LFS data are stored in S3-compatible object storage with no filesystem limits. Golden pack caching accelerates full clones of large repositories. On the Custom plan, you can connect your own storage bucket for unlimited capacity.

Does file locking work with Unreal Engine and Unity?+

Yes. GitForge implements the full Git LFS locking API. Any editor or tool that supports git lfs lock / git lfs unlock works out of the box. Unreal's Git LFS plugin and Unity's Git integration both use this standard protocol.

How does pricing compare to Perforce?+

GitForge uses per-seat pricing with unlimited bandwidth included on every plan. No server license fees, no infrastructure to manage, no per-GB transfer costs. Perforce requires dedicated server infrastructure plus per-seat licensing. For studios already using Git, GitForge avoids the cost and complexity of running a parallel VCS.

Can we use our own S3 bucket?+

Yes. The Custom plan supports BYO storage with any S3-compatible backend — AWS S3, Cloudflare R2, Google Cloud Storage, or MinIO. Your binary assets stay in your infrastructure, on your terms.

How do path-level permissions work?+

RBAC rules use glob patterns to match file paths. For example, art/** grants access to everything under the art directory. You can assign read, write, or deny permissions per path pattern per role. This lets artists, engineers, and designers work in the same repo without stepping on each other.

What file types work with LFS?+

Any file type. Common game development patterns include .uasset, .unity3d, .fbx, .blend, .psd, .tga, .dds, .wav, .bank, .mp4, and .exr. Configure your .gitattributes to track the patterns your studio needs.

Ready to version your game assets in Git?

Create a free account, configure LFS tracking for your binary assets, and push. File locking, path-level RBAC, and unlimited bandwidth from day one.

Git for Game Development — LFS, File Locking, Binary Assets | GitForge | GitForge