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Working Together: Solutions for Collaborative Asset Creation
Game production requires lots of people to work together on the same data, but today's collaboration methods are far from perfect. File locking and merge conflicts are common time sinks that limit productivity. This session shows how to avoid both issues and allow for creators to freely work on any data, without the need for locking or risk of conflicts. The presented technique uses existing version control software, and can be used either offline or online (for real-time collaboration). This method has been used in the Bitsquid engine during the development of several titles, including Krater and War of the Roses.
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