That distinction matters because version control is no longer just an engineering concern. Engineers, artists, designers, audio teams, producers, and external partners all need to work inside the same production environment. When a version control system only feels natural to programmers, the rest of the team often works around it. And those workarounds can become risky.

Git is strongest when dealing with text files, distributed engineering workflows, and changes that can be merged cleanly. Game projects often involve hundreds of thousands of files, many of them large and binary. Even with Git LFS, repositories can become slower and more complex as projects grow.

Perforce, meanwhile, has long been a staple for large game productions because it can handle big files and locking workflows more effectively. But it comes with a different kind of cost: infrastructure, server management, IT support, licensing, maintenance, and internal expertise. For some teams, that is manageable. For others, it becomes another production burden.
Diversion’s bet is that the next generation of studios wants something different: the scale and file-locking discipline associated with enterprise version control, but with a workflow that feels closer to the way modern teams actually build.

The platform is already being used across tens of thousands of projects, with hundreds of commercial studios and thousands of indie game developers working on Diversion. Beyond games, its customer base also includes virtual production studios, architectural visualization teams, VR and 3D companies, and AI startups.

One of those customers is Creatures Inc., which uses Diversion as part of its development workflow.



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