User spotlight: Making of Fahrenheit 451 (a UE5 short film)
Motion graphics artists Dave Weinstock and Seiji Anderson break down how they created the cinematics of the short film Fahrenheit 451, using Unreal Engine.

TL;DR: Selecting a version control for game development comes down to team size, asset types, hosting, security needs, budget and usability.
Game development involves working with large files, such as 3D models, textures, audio tracks, animations, and code. For this reason, version control is always recommended for your projects, even if you are working alone. Version control gives you the ability to:

Centralized version control (CVCS) software, such as Perforce, excels at managing large quantities of binary files and offers sophisticated access controls. However, it is primarily used in enterprise and legacy environments. In recent years, distributed version control systems (DVCSs), such as Git, have become more popular due to their speed, lack of a single point of failure, and ability to work offline.
Note: We are the developers of Anchorpoint, but we strive to be objective.
Anchorpoint is a Git-compatible version control system designed for artists. It provides all the advantages of Git, along with additional features essential for game development workflows, including file locking, single-file operations, selective checkouts, and a user-friendly interface.
Anchorpoint can display thumbnails of files such as FBX, UASSET, BLEND, C4D and more. It comes with preconfigured Git LFS and a .gitignore file template for most game engines.

Pros:
Cons:
Best for: Game development teams of any size and engine type, especially for those working with Unreal and Unity.
Git is the most popular version control system, with the largest ecosystem of tools, including editor extensions and desktop applications, as well as cloud services such as GitHub, GitLab, and Azure DevOps. This makes Git an excellent choice for teams of all sizes.
Git has a command-line interface by nature, but there are plenty of Git clients, such as SourceTree, GitHub Desktop, and GitKraken. With Git LFS installed, it can also handle large binary files quite well and prevent file conflicts by using file locking.

Pros:
Cons:
Best for: Solo devs, small teams, medium teams, or code-heavy prototypes.
Perforce is primarily used in AAA game development and is celebrated for its scalability and robust access controls. It is particularly favored by engines like Unreal thanks to its ability to handle large binary project files. Perforce dates back to the 1990s and is older than Git.
As a centralized system, Perforce requires a constant internet connection, which makes it slower than Git, but it is far more scalable for large teams and projects. Users typically self-host the server locally, on a DigitalOcean droplet, or on an AWS EC2 instance. Teams with fewer than 50 members can choose Helix Core Cloud, Perforce’s fully managed hosting solution.

Pros:
Cons:
Best for: Mid-to-large studios that ship high-fidelity games.
Unity Version Control, formerly Plastic SCM and acquired by Unity in 2023, is an optimized version control system for handling massive binary assets, such as textures, models, and animations, which are common in Unity projects. It offers both cloud-hosted and on-premises deployment options and features a standout Gluon mode that provides a simplified, GUI-driven interface for non-technical artists.

Pros:
Cons:
Best for: Unity teams of any size, less optimized for non-Unity engines like Unreal.
Apache Subversion (SVN) is a mature open-source centralized version control system that has been a staple since 2000. It offers reliable atomic commits and built-in file locking to prevent conflicts on binary game assets, such as models and audio files. SVN is completely free and has simple, linear histories that are ideal for small, sequential workflows. It excels via user-friendly graphical user interfaces (GUIs), such as TortoiseSVN on Windows, or command-line tools. Although it is overshadowed by Git and Perforce in modern game development, SVN powered legacy projects at studios like Blizzard and remains a viable option for small teams looking to avoid complexity.

Pros:
Cons:
Best for: Best for solo devs or micro-teams on basic prototypes sticking to old-school reliability.
Perforce is the industry standard for large studios and Unreal Engine projects. It offers superior scalability for terabyte-sized repositories, granular security, and single-file efficiency. However, it is expensive and lacks offline support.
Git (free, flexible clients/services, offline) or Anchorpoint (Git-enhanced for binaries/assets). Unity Version Control if Unity-focused.
Yes, but it requires a Git LFS configuration for binaries, such as textures and models, which can be tedious for artists. It’s free, fast, and capable of working offline. It has massive community support, though it uses twice the disk space and has weaker file locking.
Unity Version Control (Plastic SCM) seamlessly integrates into the Unity Editor/Hub. It handles binaries out of the box and offers file locking and strong branching. However, it is tied to Unity’s cloud (Enterprise for self-hosting), which results in vendor lock-in.
Anchorpoint enhances Git with thumbnails for most graphical formats, file locking, selective checkout, asset tagging, and Unreal/Unity plugins, streamlining workflows for heavy projects.
Git and Anchorpoint (Git-compatible) excel with local operations. Perforce, Unity VCS, and SVN are centralized, which halts work during disconnects. Git’s local commits and uploads make it the top choice for offline game development.