For artists

Cloud version control built for artists

USourceControl is cloud version control for game teams. It saves every change to your art in the cloud, keeps the whole team in sync, and never loses a file. No terminal, no Git, no LFS, nothing to set up. You open your art in the tools you already use, and every version stays safe and recoverable.

Purpose-built

Made for your workflow

Clean visual app

A desktop interface that looks like what you'd expect in 2026. No P4V, no Git CLI, no pretending you're happy about either.

Lock before you edit

Click lock, edit your file in Photoshop / Substance / Maya, commit when done. No merge conflicts on binary files.

Your biggest files, handled

Your largest maps, 4K textures, Substance source files, and ZBrush scans. No LFS quotas, no pointer files, no special config.

Every version, reversible

Last Wednesday's version was better? One click to restore. Every version you commit is kept and integrity-checked, so nothing is ever lost. The file history view is visual, not a cryptic log.

See who's editing what

Lock state is visible in the app. You know before you start that the level designer is in the boss arena.

Talk to your team, not IT

The same app your engineers use. When something goes wrong, you're on the same page about what happened.

How a normal day works

Open the desktop app. It shows your project folder with files grouped the way they are on disk. Need to work on a texture? 1. Click the file, click Lock, maybe add a note ("retouching roughness"). 2. The file is now yours. Open it in Photoshop / Substance / whatever. 3. Save in your tool. The app sees the change, shows a diff badge. 4. Click Commit, write a short note ("reduced gloss on main panels"), done. No git add, no p4 reconcile, no LFS pointer files pretending to be your art.

Things that never happen on USourceControl

• Committing a 134-byte pointer file instead of your 800 MB texture because LFS wasn't configured (Git LFS). • Your workspace disconnecting from the company server because the VPN dropped for 45 seconds (Perforce over VPN). • Two people editing the same blueprint and finding out at merge time that someone's afternoon of work is gone (any system without locking). • Learning what 'smudge filters' means because a script in a Git repo said so. All of these are specific historical complaints from artists we've talked to. The app is designed to make them impossible.

FAQ

Common questions

Do I need to know Git or Perforce?

No. The desktop app is designed for people who've never touched version control. You'll be productive in minutes, not days.

What if my engineers use Git for code?

That's fine. Many teams keep engine code in Git and use USourceControl for content. You only interact with USourceControl.

What about Photoshop / Maya / Blender / Substance?

USourceControl doesn't care what tool you use to edit files. Open the file in your DCC tool, save, commit. The version control happens outside the DCC.

Can I undo if I mess something up?

Yes. Every file has a complete version history. Pick any prior version, click Restore, and it becomes the current file.

What if I lock a file and forget to release it?

Your admin or org owner can force-release the lock from the dashboard. It's one click, and a normal part of team workflow. Nobody's going to be upset about it.

Source control that respects your time

Your work saved automatically, every version recoverable, nothing to manage. From $12/mo for solo developers. Ask your lead to try it; setup takes 5 minutes.

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