Status that has to be chased
Tickets updated by hand, if at all, and a meeting every week to rebuild what actually got done.
GameheimGame development workflow
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.
Where the time goes
None of these shows up in a schedule, and all of them come back every week.
Tickets updated by hand, if at all, and a meeting every week to rebuild what actually got done.
A submit that collides with a teammate’s lock, a sync over local changes, a plugin duplicated until the editor will not open.
An artist waiting on an asset that someone locked before leaving for the weekend.
Reports that arrive as raw logs, the same crash filed five times, and a fixed crash that quietly comes back.
New people learning a stack of tools and a workspace setup before they can contribute to the game.
Decisions buried in chat, documents scattered across drives, and every AI assistant on the team knowing something different.
How Gameheim helps
Seven ways Gameheim gives time back to a studio, each built into the tool rather than left to discipline.
Automation
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.
#ART-142 progress:60 in a submit made from Gameheim and the task moves on its ownFewer mistakes
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.
Onboarding
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.
Crashes
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.
Control
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.
AI
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.
Version control
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.
.p4ignore decided once for the project and applied on every machineIndie or AAA
A small team needs to move fast with few people. A large one needs control without slowing anyone down. Gameheim is built for both.
FAQ
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.
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.
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.
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.
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.
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.
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.
Native Perforce, production tracking, knowledge and your whole team. See what Gameheim can do for your studio.
Get startedClaude 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.