For designers
Source control for game designers
Level layouts, data tables, balance tweaks, narrative scripts — design work lives in files that are big, often binary, and frequently edited by multiple people. USourceControl protects the iteration loop.
Purpose-built
Built for design iteration
Lock scenes and data
Lock the level you're polishing before you open it. No risk of a teammate opening the same scene and stomping your half-day of iteration.
Reversible experiments
Try a wild balance change. Hate it. Click Restore on yesterday's version. You're back where you were, with the experiment preserved in history.
Data table versioning
CSV, JSON, and data asset files version cleanly. See who changed which enemy's HP and when — no more mystery regressions.
Text-friendly diffs
Narrative scripts, dialogue, design docs — anything text gets line-by-line diffs so you can review changes at a glance.
Same app your team uses
Artists, engineers, producers — everyone's on the same desktop app. No translator needed when something goes wrong.
Audit trail
Every change is logged with actor and timestamp. Find out who nerfed the shotgun and when — without awkward standups.
The iteration loop problem
Design is iteration. You change a level, playtest, change again, playtest, change again. On a tool without proper version control, that loop looks like: save, save again with a different name, occasionally zip the folder, hope you didn't overwrite anything important. With real source control, iteration becomes safer. Every commit is a checkpoint. Every experiment can be reverted. You can try bold changes knowing that 'go back to yesterday' is one click.
What locking buys you specifically
Designers own scenes and levels. Levels are usually binary (Unreal .umap, Unity scenes in binary mode). If two designers open the same level and edit, only one version survives. Locking prevents that. You claim the level for the duration of your work, commit when done, release. Teammates see you've got it and pick up an adjacent task. When you're done, they can lock it and continue. This one habit prevents more lost work than any other source control practice.
FAQ
Common questions
Does this work with Unreal level design?
Yes. .umap levels are handled as binary files — lock before edit, commit, release. See /solutions/unreal-engine for the full workflow.
What about Unity scene editing?
Same pattern. Lock the .unity scene before editing in Unity Editor, commit when done. See /solutions/unity for details.
Can I commit data tables and CSVs?
Yes — text data files get line-by-line diffs and full version history. Great for tracking balance changes over time.
How do I roll back a change?
In the desktop app, open the file's history, pick a prior version, click Restore. The current file is replaced with the chosen version. History is preserved — you can always re-apply later changes.
What if I want to experiment without affecting the team?
Commit to your own local working copy, don't push until you're happy. Or lock the file while you iterate so nobody else can start parallel work. Both patterns work.
Iterate fearlessly
Free for solo designers. Try it on a personal project, bring it to your team.
Start for free