Game Development

Version control
for game assets.

Git breaks with large binary files. Cloudverest handles FBX, UMAP, textures, and audio alongside your source code — with branching, file locking, and desktop sync built in.

Works with every asset type

Any file, any size — managed together with your source code.

Meshes & Models
.fbx, .obj, .gltf, .blend
Textures
.psd, .png, .tga, .exr, .hdr
Level Files
.umap, .unity, .scene
Audio
.wav, .ogg, .flac, .aif
Animations
.fbx, .bvh, .anim
Source Code
.cpp, .cs, .h, .blueprint
Config & Data
.json, .yaml, .ini, .csv
Documents
.pdf, .docx, .xlsx

Purpose-built for game studios

Version Control for Binary Assets

Git breaks down with large binary files. Cloudverest handles FBX meshes, UMAP levels, PSD textures, and WAV audio files natively — with full history and one-click restore.

Branch Per Feature or Artist

Create a branch per artist, per feature, or per sprint. The character artist works independently from the environment artist. Merge when both are ready.

File Locking for Binary Assets

Two artists cannot edit the same mesh simultaneously. Lock files before editing — teammates see who has what locked. Locks auto-release on disconnect.

Files Up to 1 TB Each

High-res textures, large level files, raw audio — no compression. Your originals are stored as-is with 99.999999999% durability. Nothing is lost, nothing is degraded.

Desktop Sync for Unreal & Unity

Clone the project to any workstation. Edit in Unreal Engine, Maya, Blender, or Substance Painter. Push changes when ready. Pull your teammates' latest.

CLI for Build Pipelines

Integrate Cloudverest into your CI/CD pipeline. Use cvt pull to fetch assets at build time, cvt push to publish built assets, and webhooks to trigger downstream jobs.

VS Code Extension

Developers manage code and assets from the same Source Control panel. See which files are locked, push changes, and view history — without switching tools.

Team Access Control

The engine team writes to /source. The art team writes to /content. QA can read everything but write nothing. Hidden folders keep internal work-in-progress from external contractors.

Built for how game studios actually work

Common pain in game asset pipelines — and how Cloudverest addresses each one.

Setting up large file storage for a new studio takes days
Cloudverest is ready in minutes — no separate configuration, no pointer files, no extra billing layer.
Pulling the full project takes hours when assets are large
Files are served from the data center closest to you. Artists pull only what they need with selective sync.
Art feedback lives in Discord screenshots
Built-in image annotation and video review keeps feedback in context — directly on the asset, tied to the version.
Two artists unknowingly editing the same mesh
File locking shows who has what checked out before anyone opens the file. Locks auto-release when the app disconnects.
Producers and QA can't navigate a terminal
The web UI gives artists, producers, and QA a way to browse files, review assets, and leave comments — no command line needed.

Stop fighting your tools

Get early access to Cloudverest and bring proper version control to your game studio.