Stage 1 · Lesson 7 of 7
Version control for game projects
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
- VideoFreeGame 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
Keep handy
Also worth your time
A clear, free chapter on how the loop your engine runs actually works