DevOps • Tools

Git for Game Developers: The 2026 Survival Guide

Written by Sudhishkumar K • August 2026 • 20 Min Read

If your current version control strategy is a folder named Game_Final_Final_v2_REAL.zip, you are playing Russian Roulette with your career. One corrupted hard drive, one accidental overwrite, or one ransomware attack, and months of work will vanish.

Git is the industry standard for version control. However, most Git tutorials are written for web developers. They talk about 5KB JavaScript files and HTML.

Game development is different. We deal with 500MB texture files, complex binary scenes, and generated lighting data. If you try to use Git "out of the box" for Unity or Unreal, your repository will explode in size, and your merge conflicts will be unsolvable.

In this guide, we will set up a bulletproof Git workflow specifically designed for the unique challenges of game development.

1. The Golden Rule: The .gitignore File

The most common mistake beginners make is committing the Library folder.

When you open a Unity project, the engine takes your assets (PNGs, FBXs) and converts them into an internal format optimized for your GPU. It stores these in the Library folder. This folder can easily grow to 10GB or 20GB. This data is temporary. It can be regenerated from the source assets at any time.

If you push this to GitHub, you waste storage, bandwidth, and time.

Recommended .gitignore for Unity

Create a file named .gitignore in the root of your project folder and paste this content:


/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
/[Mm]emoryCaptures/
*.pidb.meta
*.pdb
*.sln
*.csproj
.DS_Store
                

2. Git LFS (Large File Storage)

Git was invented in 2005 to track Linux source code. It is amazing at tracking text. It is terrible at tracking binary files.

If you have a 100MB Photoshop file (`.psd`) and you change one layer, standard Git will store a copy of that 100MB file. If you save it 10 times, your repo grows by 1GB.

The Solution: Git LFS.
LFS replaces large files with tiny text pointers in the main repository, while storing the actual heavy data on a specialized storage server.

Setting up LFS

Run these commands in your terminal once per project:


# 1. Initialize LFS
git lfs install

# 2. Tell Git which files are "Large"
git lfs track "*.psd"
git lfs track "*.fbx"
git lfs track "*.obj"
git lfs track "*.wav"
git lfs track "*.mp3"
git lfs track "*.mp4"
git lfs track "*.tga"
git lfs track "*.pdf"
git lfs track "*.zip"

# 3. Commit the .gitattributes file (This stores the tracking rules)
git add .gitattributes
git commit -m "Setup LFS"
            

3. Asset Serialization: Force Text

By default, game engines might save Scene files and Prefabs as binary data to save space. You must change this. Binary files cannot be diffed (you can't see what changed).

In Unity:
Go to Edit -> Project Settings -> Editor.
Set Asset Serialization to Force Text.

This ensures that your `.unity` and `.prefab` files are saved as YAML text. Now, if you change a transform position from (0,0,0) to (10,0,0), Git will show you exactly that line change, rather than saying "Binary file differs."

4. The Nightmare: Merge Conflicts in Scenes

Imagine this scenario:
Dev A opens Level1.unity and moves the Player Spawn point.
Dev B opens Level1.unity and moves the Enemy Spawn point.

When they try to merge their branches, Git panics. It sees two different changes to the same file structure and throws a Merge Conflict. Resolving a conflict in a 20,000-line YAML file is nearly impossible for a human.

Strategy A: The "Lock" System

The simplest solution is communication. "I am editing Level 1, nobody touch it." This works for small teams but scales poorly.

Strategy B: Prefab Workflow (Recommended)

Stop editing the scene directly. Turn everything into a Prefab.
Instead of editing the Level scene, Dev A edits the `Player_Prefab`. Dev B edits the `Enemy_Prefab`. Since these are two separate files, there is no conflict. The Scene file essentially becomes an empty container that just holds references to Prefabs.

Strategy C: Scene Splitting

Unity allows you to load multiple scenes additively.
Level1_Lighting.unity
Level1_Gameplay.unity
Level1_UI.unity

Now the lighting artist can work on the Lighting scene while the designer scripts the Gameplay scene. No overlap, no conflicts.

5. Branching Strategy: Gitflow for Games

Do not commit everything to main. Use a structured branching model.

6. Tools of the Trade

While terminal commands are powerful, visualizing a complex commit history is easier with a GUI.

Conclusion

Setting up Git properly takes about 30 minutes at the start of a project. Not setting it up takes weeks of lost work, screaming matches over overwritten files, and weekends spent manually merging folders.

At Boomie Studio, we treat version control as part of the game engine itself. It is the safety net that allows us to experiment, break things, and revert instantly if an idea fails.


Frequently Asked Questions (FAQ)

Q: What is the maximum file size for GitHub?
A: GitHub blocks files larger than 100MB. LFS allows up to 2GB (or more on paid plans). If you have a 5GB movie file, keep it out of the repo entirely.

Q: Can I use PlasticSCM (Unity Version Control) instead?
A: Yes. PlasticSCM is actually better at handling binary files and locking scenes than Git. However, Git is the universal industry standard. Learning Git makes you employable anywhere; learning Plastic limits you to Unity shops.