Apocalypse Studios defines a new approach to narrative in Deadhaus Sonata

“It’s easy to use and way faster than Perforce, by significant margins,” adds Dyack. “Pulling a build down takes two to three minutes, at most – before, it was taking much longer.”

Migrating their game data from Perforce to Plastic took Apocalypse less than a day, and they were supported throughout the process by the Plastic team. Once they were up and running, Rogozinski, who had implemented Perforce previously, was shocked to see how much more efficient work became with Plastic – and not just because of how smoothly it handles large binaries: “I was very resistant to task branching at first. I didn’t want people working off-branch for a week or two, because you never know what’s going to happen when you merge it all back.”

“I was totally wrong!” admits Rogozinski. “It’s working super well and the integrations are super easy, super fast. Plastic’s merge tools rival Perforce’s, easily.”

Plastic SCM encourages a flexible “task-based branching” workflow that allows teams to work separately in sub-branches and conveniently merge changes without worrying about data loss or wasted work. With everything off of main, developers can pick and choose what they want to work with in the sub-branches, and stay off of the main branch for days at a time if necessary.

“You never have to be afraid of breaking something,” reveals Pacheco. “You can bring the main branch into yours before you push it live, so you never have to worry about pushing content that breaks the build at five o’clock on a Friday.”

“It’s a totally different methodology, and we really like it,” affirms Rogozinski.