Gameheim

Game development workflow

Spend the week on the game, not on the process around it

A game studio loses days to the work around the work: chasing status, recovering from a bad submit, waiting on a locked file, reading crash logs, bringing new people up to speed. Gameheim takes that weight off the team.

Version control, production, bugs and crashes, knowledge and AI live in one hub that updates itself as people work, and stops the expensive mistakes before they happen. For a five-person indie team and for a multi-project AAA studio alike.

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Where the time goes

The hidden cost of making games

None of these shows up in a schedule, and all of them come back every week.

Status that has to be chased

Tickets updated by hand, if at all, and a meeting every week to rebuild what actually got done.

Mistakes that cost a day

A submit that collides with a teammate’s lock, a sync over local changes, a plugin duplicated until the editor will not open.

Work blocked by a file

An artist waiting on an asset that someone locked before leaving for the weekend.

Crashes nobody has time to read

Reports that arrive as raw logs, the same crash filed five times, and a fixed crash that quietly comes back.

Slow first weeks

New people learning a stack of tools and a workspace setup before they can contribute to the game.

Knowledge in too many places

Decisions buried in chat, documents scattered across drives, and every AI assistant on the team knowing something different.

How Gameheim helps

A workflow that runs itself, and protects itself

Seven ways Gameheim gives time back to a studio, each built into the tool rather than left to discipline.

Automation

Production that updates itself

The board, the bugs and the milestones follow the work instead of waiting for someone to update them. Producers get a picture that is current every hour, and nobody spends Monday reconstructing last week.

production · automatic
Write #ART-142 progress:60 in a submit made from Gameheim and the task moves on its own
A bug closes itself when the tasks that fix it are done, and steps back if one is reopened
Milestones and pipeline phases complete themselves when their work is finished
Capacity planning spreads estimates across the weeks, subtracts time off and colours overload
A reminder goes out when a file stays locked too long, after a day by default
One dashboard and activity feed for progress, locks and who is online

Fewer mistakes

The expensive mistakes, stopped before they happen

Gameheim checks before it acts. The mistakes that usually cost a morning of recovery, and a teammate’s patience, are caught while they are still a warning on screen.

checks · before it breaks
A check before every submit blocks files locked by others, unresolved changes and locked plugins
Sync preview, conflict and disk-space checks, so a sync never overwrites files you are editing
Alerts when a teammate edits, locks or submits a file you are working on
Duplicate Unreal plugins found across disk and depot before the editor refuses to open
A second person approves the risky server changes: typemap, obliterate, depot deletion, protections
Translations held for review when the original line of dialogue changes

Onboarding

New people productive in their first hour

Joining a production should mean opening the game, not a week of setup. Gameheim turns the workstation, the permissions and the project knowledge into something a new person receives, not something they have to assemble.

onboarding · day one
A one-click agent install that needs no administrator rights
Guided workspace setup in the browser, adopting an existing P4V workspace without downloading the depot again
Eight ready-made roles for game teams, from Producer to Voice Director
A project knowledge assistant that answers from your wiki and documents, and cites them
The same experience in the studio, at home or on contract

Crashes

From crash to fix in fewer steps

Crash reports from your Unreal builds and editors arrive already organised, already explained, and already tied to the build that produced them. QA and programmers start from the cause, not from a raw log.

unreal · crash to fix
Reports from Unreal’s own crash reporter, with no plugin; the agent can write the settings for you
Crashes grouped by callstack and tied to the changelist of their build
An AI explanation on every new crash: what happened, the probable cause, where to look first
A fixed crash that comes back reopens its bug and tells the team
«Fix present in» tells QA which build to verify a fix in

Control

Governance that grows with the studio

As the team grows, so does the cost of the wrong person having the wrong access. Gameheim gives leads precise control and a record of everything, without making anyone file a ticket to get their work done.

studio · in control
Custom roles from 68 permissions, each marked normal, sensitive or critical
A read-only tier for publishers, investors and auditors that cannot change anything
A complete audit log, including the changes made through AI assistants
Two-factor sign-in, required for the whole studio if you choose
Perforce server administration from the browser, never beyond the rights a person has on the server
A complete export of your data, files included, whenever you want it

AI

AI that works with the team, not around it

AI in Gameheim sits where the work already is, and a person always has the last word. It drafts, explains and answers; it never submits, deletes or approves on its own.

ai · in the workflow
A writing assistant in the wiki that can continue, improve, summarize or translate a page
Changelist descriptions drafted from your template and your files, reviewed before submit
Connect Claude, ChatGPT, Cursor or VS Code with your own permissions; nothing can be deleted through them
One set of instructions and memory for every AI coding assistant on the team, approved by a person

Version control

Version control you can change your mind about

Perforce, the full workflow in a browser. Git and Git LFS on the same agent. And when a project needs to switch, a guided transition takes the whole team across in either direction, with every task, bug and document still in place.

version control · your choice
Sync, lock, shelve, reconcile and submit from any browser, with commands run on your own machine
Git and Git LFS in experimental support: clone, commit, push, branches and history
A guided move from Perforce to Git or back, with a checklist that waits for everyone’s work
A .p4ignore decided once for the project and applied on every machine
File contents never leave your network: even diffs open on your own computer

Indie or AAA

The same hub, at the size of your studio

A small team needs to move fast with few people. A large one needs control without slowing anyone down. Gameheim is built for both.

For indie teams

One tool instead of five, and one bill instead of five
Set up in an afternoon, with roles ready for a game team
AI that covers the roles you have not hired yet: crash explanations, drafts, answers from your docs
Every discipline in one place: code, art, audio, dialogue and design
Grows with you, project after project

For AAA studios

Least-privilege access across large, specialised teams
A full audit trail and two-person approval for risky server changes
Capacity planning across disciplines, outsourcing vendors and plan baselines
Multi-project support across your whole portfolio
Per-organization encryption of sensitive data and strict tenant isolation

FAQ

Questions studios ask about their workflow

What is a game development workflow tool?

It is the place where a studio plans, tracks and ships its work: tasks and milestones, bugs and crashes, version control, documentation and the team. Gameheim brings these into one hub built for game production, so the work and the information about the work stay together.

How does Gameheim reduce development time?

By removing the work around the work. Tasks, bugs and milestones update themselves from what people do, checks stop broken submits and overwritten files before they happen, crashes arrive grouped and explained, and new people start from a guided setup instead of a week of tooling.

Is Gameheim a good fit for a small indie team?

Yes. A small team gets one tool instead of five, roles ready for a game team, and AI that helps where there is no dedicated person yet, such as explaining crashes or drafting documentation. Setup takes an afternoon.

Can Gameheim handle a AAA studio?

Yes. It offers custom roles from 68 granular permissions, a read-only tier, a complete audit log, two-factor sign-in that can be required for everyone, two-person approval for risky Perforce server changes, capacity planning across disciplines and vendors, and multiple projects per organization.

Does Gameheim work with Perforce and Git?

Yes. Perforce is supported end to end from the browser, Git and Git LFS are supported in experimental form on the same agent, and a guided transition can move a project from one to the other in either direction.

Which game engines does Gameheim support?

Unreal Engine, Unity, Godot and custom engines. Unreal gets the deepest integration, including crash reporting and plugin conflict detection; production, bugs, documentation, version control and team features work the same for every engine.

Do our game files leave our network?

No. A lightweight agent runs every version control command on your own machines, and only metadata such as file names and statuses reaches Gameheim. Even diffs open on your own computer.

Bring your studio into one hub

Native Perforce, production tracking, knowledge and your whole team. See what Gameheim can do for your studio.

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Claude Code is a trademark of Anthropic, PBC; Codex is a trademark of OpenAI; Cursor is a trademark of Anysphere, Inc. Gameheim is not affiliated with or endorsed by these companies.