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Additionally, you have artists and level designers working on these files. These people tend to be semi-technical, and confronting them with the full details of git is usually met with a lot of resistance.

I know some smaller studios that use git to some extent, and they tend to struggle with it on occasion - again, primarily in the art & design departments, mainly with binary files. All the larger studios and some of the smaller ones seem to use perforce. Publisher-owned multinationals might have their own proprietary systems, I don’t have any insider information there.

In any case, people who aren’t familiar with the requirements of gamedev like to argue about this. It’s like proponents of forks arguing with someone trying to eat soup with a spoon.



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