Remote-first
Source control for distributed game teams
Game development went remote and the tools didn't. Perforce expects a shared server on a fast LAN. Git LFS struggles on consumer bandwidth. USourceControl was designed with remote collaboration as the baseline, not an afterthought.
Purpose-built
Built for teams that aren't in the same room
Global CDN delivery
Every download comes from the closest edge. Your Lisbon artist doesn't wait behind your Austin studio's upload pipe.
Resumable transfers
Home internet drops? Transfers resume where they stopped. No restarting a 4 GB commit after a 5-second outage.
Async-friendly workflow
File locking with human-readable reasons means a teammate 10 hours away knows exactly why a scene is locked and when it will free up.
Bandwidth-aware sync
Incremental sync transfers only what changed. No nightly 'pull full project' ritual.
Role-based access
Contractors get project-level access without org-wide visibility. Clean permission model for mixed internal + external teams.
Audit trail across time zones
Every commit, lock, download, and access event is logged with timestamp and actor. Async teams stay accountable without standup pressure.
The distributed-team source control problem
Traditional game source control was built for an in-office world. Perforce assumes a dedicated server on the same LAN as the team; proxy servers are a retrofit for remote work, not a design principle. Git LFS assumes your GitHub or Azure Repos account can absorb whatever bandwidth you throw at it — which works until you have a team of six pulling nightly builds on home internet. The result is that distributed teams end up coping. Artists wait hours for syncs. Engineers build clever caching workarounds. Producers chase down who broke the shared depot connection. None of this has anything to do with making a game.
What actually helps remote teams
Three things matter: 1. Geographic delivery. Assets should come from a nearby CDN edge, not a single origin server. USourceControl ships content through a global CDN by default. 2. Reliable transfers. Home internet is less reliable than office internet. Transfers must resume, not restart. 3. Clear async primitives. When you can't walk to a teammate's desk, your tools need to say 'Alex is editing this scene, ETA 2 hours' clearly. Locks and commit history do that job when they're well-designed. USourceControl is built around these three assumptions, not retrofitted to support them.
Working with contractors and external collaborators
Remote-first studios often work with contractors — voice actors, freelance artists, music composers. These collaborators need access to specific project folders but not your entire pipeline. USourceControl's permission model is org → project → membership. Invite a freelancer to one project with member-level access; they see what you share and nothing else. Remove their access in one click when the engagement ends. Every file they touched stays in the audit log.
FAQ
Common questions
How does performance compare to a Perforce edge server?
An edge server you own and maintain will be faster for the region it serves. USourceControl's CDN is globally distributed by default, so you don't pick regions manually and don't run servers. For most distributed teams this is the better tradeoff; for AAA studios with specific per-region infrastructure, Perforce edge servers still have a role.
What happens if my internet drops mid-commit?
The desktop app pauses the transfer and resumes when you reconnect. Partial uploads are completed rather than restarted, so you don't lose progress on a large commit.
Can I work offline?
You can keep editing and stage commits offline. Actual commit and sync require connectivity. When you're back online, the app pushes staged changes.
How do I share access with a contractor for one project only?
Invite them to the specific project with 'member' role. They see only that project, not your org or other projects. Remove access from the dashboard when the work is done.
Does the audit log help with compliance across regions?
Yes. Every commit, download, lock, and membership change is logged with actor, timestamp, and IP. For studios with compliance needs (EU data residency, SOC2 requirements), this is available on Enterprise plans.
What if a teammate needs to 'see' the current project state without committing themselves?
Members with read-only access can sync and view files without being able to commit or lock. Useful for producers, voice directors, or anyone who needs visibility without needing to contribute code or assets.
