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How Unity keeps games on track for remote-working developers

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Developers from Alta, KO_OP and Sycoforge explain how Unity's version control system Plastic SCM has

Developers from Alta, KO_OP and Sycoforge explain how Unity's version control system Plastic SCM has made remote development smoother than ever [View this email in your browser]( You have been sent a sponsored message via GamesIndustry.biz, in association with Unity How Unity keeps games on track for remote-working developers Developers from Alta, KO_OP and Sycoforge explain how Unity's version control system Plastic SCM has made remote development smoother than ever Like the rest of the world, the games industry has had to adapt to working remotely. While this also brings opportunities, such as the ability to collaborate with individuals from across the globe, it presents new challenges that can impact a project from shipping on-time, on-budget, and with few bugs. Why is Source Code Management Important Version control systems (VCS) are key for [source code management,]( but a VCS with features that help [increase productivity and collaboration]( is all the more crucial for global teams. Triaging solutions with clunky add-on services or 'status quo' tools not designed for large projects can waste time, and pull valuable resources away from making the game itself. For developers Alta (creator of VR open world RPG A Township Tale), KO_OP (the team behind narrative adventure Goodbye Volcano High) and Sycoforge (makers of dark fantasy adventure Return To Nangrim), Unity's Plastic SCM has been the perfect solution. Plastic SCM is a VCS purposely designed for game development that's easy to use whether you're a programmer, artist or designer. Not only is it secure and efficient for any kind of project, but it also supports any engine, not just Unity. While most game developers will be familiar with some of the more popular VCS options out there, the studios we spoke to have generally found they weren't ideal for game development, even if many teams have grown used to them with past projects. "At our previous workplaces [...] we always had a lot of trouble with art files, particularly large files," explains [A Township Tale's]( game director Boramy Unn in a recent [Creator Spotlight stream]( with Unity's community team. "I think there was a 2GB limit somewhere, and whenever an artist or somebody who didn't know how to use command line arguments and didn't understand on a quite deep level how [it] worked, it would pretty much halt everything." [According to Sycoforge CEO Michela Rimensberger,]( while some programmers might be able to navigate the complexities of other VCS tools, she says: "artists had sweat outbreaks using them." [To read full article, click here]( [Facebook icon]( [Twitter icon]( [LinkedIn icon]( Copyright (C) 2021 ReedPop. All rights reserved. You got this email because you signed up to an account on GamesIndustry.biz and agreed to receive promotional emails from our partners. Our mailing address is: ReedPop 1-6 Grand ParadeBrighton, East Sussex BN2 9QB United Kingdom [Add us to your address book]( Want to change how you receive these emails? You can [update your preferences]( or [unsubscribe]( [Privacy Policy]( | [Cookie Policy](

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