Built for your workflow.
AssetForge empowers every department in the video game pipeline.
Indie Developers
The Problem
Solo devs and small teams often rely on generic drives like Google Drive or Dropbox, which crash when syncing thousands of tiny `.meta` or `.uasset` files, leading to corrupted project states.
The Solution
Our desktop app acts as a local watchdog. It safely backs up your entire project directory and maintains file integrity, preventing catastrophic data loss without the complex setup of Perforce.
Game Studios
The Problem
Coordinating assets across artists, designers, and programmers is chaotic. Someone overwrites a scene file, or an artist is working on an outdated texture, halting production.
The Solution
AssetForge syncs mapped folders precisely. Role-based permissions ensure an audio engineer only downloads the `/Audio` directory, while version tracking ensures nobody overwrites critical logic.
Outsource Art Teams
The Problem
Delivering multi-gigabyte ZBrush sculpts and Substance Painter files out-of-house via FTP is slow. External vendors get access to too much of the main repository.
The Solution
Create isolated "Drop Zones" for agencies. They upload via our blazing fast Edge Network. Assets are deduplicated, scanned, and delivered seamlessly into the lead art director's dashboard without granting main repo access.
QA & Build Teams
The Problem
Nightly builds stack up, consuming terabytes of expensive hot-storage. Finding the exact build from 3 weeks ago where a specific bug manifested is nearly impossible.
The Solution
Automate build delivery straight to AssetForge Archive Tiers. QA testers can instantly pull down specific tagged versions of the executable. Old builds are shifted to cold storage to reduce your bill.
Audio Teams
The Problem
Sound libraries easily cross the 1TB threshold. Syncing an entire uncompressed WAV library to every programmer's machine wastes local disk space and bandwidth.
The Solution
Selective Sync rules allow the audio team to manage a massive library in the cloud, while only the optimized, engine-ready audio banks are mapped down to the rest of the development team.