Who we are

We are the developers of Plastic SCM, a full version control stack (not a Git variant). We work on the strongest branching and merging you can find, and a core that doesn't cringe with huge binaries and repos. We also develop the GUIs, mergetools and everything needed to give you the full version control stack.

If you want to give it a try, download it from here.

We also code SemanticMerge, and the gmaster Git client.

Plastic SCM at Games Developer Conference 2018

Thursday, April 05, 2018 Kiko 0 Comments

Game developers are close to 25% of Plastic SCM users today. That's why we went again to the Game Developers Conference in San Francisco, March 21st-23rd, to meet many customers, and of course many new interested ones.
Plastic SCM at GDC
The vast majority of Plastic SCM users showed their appreciation for the product and services, and some also gave us feedback and suggestions for new things to implement or improve. It is amazing hearing things from the source! On the other hand, we had new developers, designers, CTO's, Game Producers, CEO & Founders, etc. of studios or Education institutions, very interested in knowing what makes Plastic SCM different from: Perforce, Subversion or Git-based offerings. They told us about daily issues: workflows and user interface for artists, adopting modern branching and merging pattern, supporting distributed teams, while having the flexibility to work on-premise, on the cloud or both, and demanding Unity or Unreal native plugins.
We had great fun giving away 400 T-shirts printed in real-time with a variety of designs to choose from to all that visit our booth, while we listen to users' needs.
Plastic SCM at GDC - T-shirts
Following a 2017 successful sponsored session with Telltale, this year we focused on smaller and indie teams with "Remote Unity Studio in a Box". Delivered by Ben Throop, founder of Frame Interactive, who built Sony funded VR game Headmaster for PlayStation VR launch. Ben talked in detail about the tools, pipelines, and technology that is needed to effectively run a small Unity based studio comprised of remote developers.
Plastic SCM at GDC - Ben Throop session
With Plastic SCM source control as the foundation, he explained the options for Slack integration, web hosting, email, video conferencing and capture, build systems, bug tracking, and all the pieces to make a studio tick. The audience walked away with a complete laundry list of services, software, processes and techniques to help teams stay productive and feel connected. Stay tuned if you are interested, we will make a webinar with Ben to deliver this keynote.


When things get Big and Scary, Plastic SCM is the Version Control to go for.



Check out more photos of Plastic SCM at GDC 2018.
Kiko Monteverde
I'm in charge of the company's strategy, growth, profitability, and day-to-day operations.
I have more than 20 years' experience, including leadership positions in sales and marketing at Microsoft, Sun Microsystems, and HP.
My passion is to serve our customers and partners better than anyone else in the market.
I love diving, playing golf, and traveling to new cultures.

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