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Getting Started with Git for Game Dev | Quest to Compile

Microsoft Developer ↗

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Version control for game dev is messier than for regular software. You've got binary assets that can't be merged, artists who want file locking, and developers who want to move fast. Those two worlds don't naturally get along. Andy and Stacey dig into how version control actually works in game studios, walk through setting up git for a real Godot project in the terminal, and cover Git LFS, the piece that makes git viable when your repo is full of textures, audio, and 3D models. 🚀 What You'll Learn • How centralized (SVN/Perforce) and distributed (git) version control differ • How Git LFS handles binary assets: pointer files, separate storage, and reduced local repo size. • How file locking works in Git LFS and why it matters for game assets. • Git fundamentals in the terminal: init, add, commit, push, pull, branching, and merge conflicts. • Best practices for Unity and Godot projects: scene structure, .gitignore, commit hygiene, and keeping your main branch stable. ⏱️Chapters 00:00:00 Intro 00:01:35 Centralized vs. distributed 00:08:31 Creating a repo on GitHub 00:14:49 Setting up git in the terminal 00:23:18 Branching 00:34:59 Merge conflicts 00:38:45 Git LFS for binary assets 00:48:29 Best practices 🔗 Links & Resources Git — https://git-scm.com Git LFS — https://git-lfs.com GitHub — https://github.com Godot C# Essentials series — https://youtu.be/0Pf41YBedMk 📺 Watch the full series: https://aka.ms/Quest-to-Compile #git #GameDev #VersionControl #GameDevelopment #gitlfs

Published 2026-06-25 · Watch on YouTube ↗
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