for game studios
One source of truth for code and content.
A game isn't just code. It's meshes, textures, audio, animation, level data — committed by people who never opened a terminal. Pako keeps the whole team on one system: Git-grade history for code, Perforce-grade locking for assets, and an interface an artist can use on day one.
the status quo
What this costs you today
Two systems, one project
Code in Git, art in Perforce or a shared drive. Now your build is stitched from two histories that disagree about what 'the latest' means.
Artists opt out
If version control is hostile, non-programmers route around it — Dropbox, _final_v3 filenames, files emailed at midnight. The most valuable assets end up the least versioned.
Costs that scale the wrong way
Per-seat licences punish you for growing the team; egress fees punish you for shipping builds. The more successful you are, the more it hurts.
the fix
How Pako fits your pipeline
Mixed teams, one repo
Programmers branch and merge; artists lock, preview and commit. Same project, same permissions, same history — no bridge to maintain.
Seats + storage, bandwidth free
You pay for the people on your team and the gigabytes you keep. You never pay to move your own data. Predictable, and kind to a studio that's scaling.
Public repos for your community
Open a mod kit, a sample project or a jam game to the world — read-only access for anyone, write for your team, no extra storage bill for going public.
Audit & locking policies
Premium tiers add SSO, locking policy and an audit trail, so a growing studio can prove who changed what without bolting on another tool.
1 repo
code + art + audio, one history
Pako keeps the heavy work versioned, locked and previewable — with bandwidth always free.
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