Gameheim

Forge your saga
from one hall.

Governance and project management for teams that build with Unreal Engine. The engine makes the game; Gameheim orchestrates everything around it — version control, tasks, milestones and the conventions your studio already has, in one place instead of five.

Everything around the engine, in one place

Version control, production, studio knowledge and the team — without stitching five disconnected tools into a pipeline.

Version control, governed

Sync, check out, lock, reconcile and submit from the browser, with a one-click agent that runs every command on your own machine. Perforce today, Git LFS in experimental support, and the same layer moves to whatever comes next.

Production tracking

A Kanban board by discipline, a phase-based pipeline and milestones. Reference a task in a Perforce changelist and its progress updates itself.

Knowledge, with AI

A hierarchical wiki, a document repository and global search. An AI assistant can continue, improve, expand, summarize, translate or draft any page.

Voice acting pipeline

Manage scenes, lines, characters, actors and takes across locales: a full dialogue workflow from script through to Unreal Engine import.

A team in sync

Channels, direct messages, a shared calendar and moodboards. Live presence shows who is online and what they are working on.

Roles & control

Custom roles with 34+ granular permissions, a complete audit log and per-organization encryption keep every studio’s data isolated and accountable.

Unity, Godot and custom engines are supported too

You choose your engine when you create a project. With Unreal we go deepest, because that is where the studios we build with are: plugin conflicts spotted across disk and depot, reconcile defaults that already know which folders the engine generates, and dialogue and audio cues followed from the script to the .uasset they end up as. Everything above the engine is the same wherever you work: the board, milestones and the pipeline, version control and the workspace, the wiki and documents, capacity planning, roles and the audit trail. A team on Unity or Godot gets all of it from the first day, and engine-aware work for them keeps going.

Version control

Perforce, for the whole team

Perforce is the backbone of large Unreal productions for good reasons: it holds every asset and every revision at a scale nothing else matches. It was also built for engineers, and its model — workspaces, changelists, revisions — is a language an artist has no reason to learn. Gameheim puts every operation behind a clean interface, backed by an agent that runs each command on the machine it belongs to, so the work happens in the language of the work. It is also why the same layer sits above Git LFS today, and why it can move to whatever a studio picks next.

perforce · daily workflow
A new teammate goes from zero to synced in minutes, with guided workspace setup in the browser
Every daily operation (sync, check out, lock, reconcile, submit) from any browser, on any machine
Intelligent file locking with a studio-wide dashboard that flags stale locks
Smart auto-reconcile, so nothing is forgotten before a submit
Reference a task in a changelist (#ART-142 progress:60) and the board updates automatically

Version control

Git and Git LFS, on the same layer

Not every team runs a depot, and a studio that already lives in Git should not have to leave it to get everything else. The Git and Git LFS lane is the same browser workspace and the same local agent, pointed at a remote instead of a server: what sits above version control does not change when the version control does. Support is experimental in the exact sense of the word: the daily loop works end to end and we are still hardening the edges, starting with large LFS transfers.

git · daily workflow
Clone a repository from the browser, with the agent doing the work on your own machine
Stage, unstage, discard, commit and push without leaving the workspace
Branches and history side by side: switch, create, and read what landed
Access tokens held per person and per project, encrypted under your organization key like every other credential
LFS-tracked patterns read straight from .gitattributes, so you see what is stored as a pointer
File locks on remotes that advertise the LFS locking API

What comes next

Lore is where this goes next

Epic is building Lore, an open source version control system designed for the projects games actually are: centralized, content-addressed, and built from the start around very large binary assets. It comes from the people who make the engine, which is where a version control system for Unreal teams should come from, and it is open source, so a studio keeps its own history in its own hands.

We want Gameheim to be there for it, and we have wanted that since before we wrote the abstraction that makes it possible. This was built as a layer above version control rather than a client welded to one: a project chooses its system, and tasks, milestones, dialogue, capacity, roles and the audit trail carry across unchanged. Lore is the case that design was waiting for, and it is the work we are most looking forward to.

What we bring is everything around the repository. The studio and its people, who may see what, the production the work belongs to, and one place where an artist gets through the day without learning a new tool for every part of it. That is what we already do for Perforce and for Git, and it is what we intend to do for Lore.

Not shipped yet: Lore already appears in the project selector, marked incoming. When it ships, the same agent that talks to Perforce and Git will talk to Lore.

One tool

Decide once, and it holds on every machine

A studio makes the same decisions over and over: which files never get committed, which plugins are allowed, how the server is set up, what a new workstation should look like. Gameheim keeps those decisions in one place and applies them everywhere, so nobody has to remember them. The same goes for the work itself — tasks, milestones, capacity, dialogue lines and design documents stop living in five general-purpose tools that were never built for game production, and start living in one that was.

studio · one place
The files that never belong in version control, decided once for the studio
Plugin conflicts spotted across disk and depot, with the copy to keep left to you
Server settings and workspace defaults set for the team, not rebuilt per person
Tasks, milestones and capacity next to the work they describe
Dialogue lines, design documents and the conversation around them in the same place

Visibility

Production that keeps itself up to date

Because Perforce, tasks and your team all live in the same hub, the picture is always current: no status meeting needed to reconstruct what happened this week.

production · live view
A real-time dashboard: task progress, lock health and who is online, at a glance
An activity feed that records every submit, lock, task change and milestone
A seven-phase pipeline tracker with deadlines and per-discipline breakdowns
Tasks that move themselves forward as work is submitted to Perforce

Built to scale

From your first prototype to a full AAA pipeline

The same hub works whether you are two people on a prototype or a hundred across a multi-project studio.

For indie teams

One tool instead of five, and one bill instead of five
Set up in an afternoon, not a sprint
Everything you need to ship, none of the enterprise overhead
Grows with you as the team does

For AAA studios

Granular custom roles for large, specialised teams
A full audit trail for every action across the studio
Per-organization encryption and strict multi-tenant isolation
Multi-project support across your whole portfolio

Security first

Built security-first

Studios trust Gameheim with their most valuable work. Protecting it is a design principle, not an afterthought.

Per-organization encryption

Sensitive data, including Perforce credentials, is encrypted at rest with AES-256/GCM under per-organization keys.

Granular access control

Custom roles built from 34+ permissions let you grant each person exactly what they need, and nothing more.

Complete audit log

Every submit, lock and change is recorded with who, what and when: retained, never silently purged.

Strict tenant isolation

Each organization’s project data is fully isolated. No cross-organization access, by design.

Hardened sessions

Short-lived tokens with refresh rotation and reuse detection shut a stolen session down fast.

Abuse-resistant by default

Per-IP rate limits on authentication and progressive account lockout stop brute-force and credential-stuffing before they get started.

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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