Game development

Stage 1 · Lesson 7 of 7

Version control for game projects

How games are made

Games break in surprising ways. with Git keeps a history of your project, so you can go back to the last version that worked. Game projects need two extra habits.

First, add a .gitignore file that tells Git to skip the folders your engine generates: Unity's Library and Temp, Godot's .godot folder, or Unreal's Intermediate, Saved and Binaries. The engine rebuilds these automatically, and tracking them causes conflicts.

Second, use Git LFS (Large File Storage) for big such as , audio and models, so the stays fast. Commit whenever something works, with a short message. This makes team jams possible and protects you before risky changes later.

Common trapcommitting generated folders, which bloats the repository and creates endless .

A question to check yourself, an AI practice session and 1 cheat sheet entry come with the full roadmap. Unlock

Resources for this stage

Start with

  • VideoFree
    Game Maker's Toolkit

    Mark Brown (YouTube)

    Short, clear video essays on why games work, so you start thinking about design from your first clone

Practise

  • A large, beginner-friendly jam: the best first deadline for a tiny finished game

  • Browse the jam calendar, play small games, and later publish your own for free

Keep handy

  • A map of the whole field, to see where gameplay, maths, physics and graphics fit

  • The free Git book, for branching and recovering when a change breaks your game

Also worth your time

Mark this stage as not done?