Game development

Move builds, asset trees and capture between studios without waiting on the pipe.

A nightly build, a Perforce depot snapshot or an art drop is large, file-heavy and always due somewhere else: a co-development partner on another continent, a QA vendor, a platform holder. RIPTON CLOUD moves those packages between the endpoints you control.

Plan limits are those published on the pricing page. Benchmark figures come from RIPTON CLOUD's published EC2 test at roughly 150 ms latency and 3% packet loss. Results on your route depend on your network, endpoints and storage. RIPTON CLOUD does not claim any industry certification on this page.

Evaluated transfer path
01

Build server or depot snapshot

02

RIPTON Desktop or automation

03

RIPTON node at the partner

04

Partner's build share

A prepared build or asset tree moved as one package. Not a source-control replacement and not a live game service.

Studio pressure

The build is done. Now it has to get there.

Modern titles are assembled across studios, outsourcers and publishers in different time zones. Every handoff is a large transfer over a long route, and each one that stalls costs a day of someone's schedule.

01

Builds measured in tens of gigabytes

Console and PC builds, symbol files and content packs are routinely 20 to 100 GB. Over a trans-Pacific link with ordinary TCP tools, that is hours of babysitting.

02

Asset trees measured in files

Source art, audio and localisation drops are hundreds of thousands of small files. Tools that negotiate each file separately spend more time on overhead than on data.

03

Outsourcers who cannot be inside your network

Co-dev and QA partners need to send and receive without VPN accounts, shared drive access or per-seat licences on your side.

Workflows

Where the transfer path matters most.

Milestone builds · certification submissions · QA drops

Build distribution to partners and publishers

Send a build as a package to named recipients or a partner's node. Each recipient gets a scoped link; delivery and download are recorded.

Art · audio · localisation · mocap

Asset drops from outsourcers

Give an outsource studio a Shared Inbox or upload link. They send whole folder trees from a browser with no account on your side and no seat charge.

Video capture · crash dumps · telemetry

Capture and telemetry back from playtests

Playtest video, crash dumps and telemetry exports return from remote sites the same way, as packages with structure intact.

RIPTON CLOUD in the workflow

What a studio gets

The product earns its place by moving prepared data between endpoints—not by claiming ownership of every system around it.

Directory trees as one job

A folder of any file count travels and is stored as a single package. In the published test, 100,000 small files finished in under a second against nearly three minutes for the TCP baseline.

No per-file limit on Professional and above

10 GB per file on Free, 100 GB on Starter, and no file-size limit from Professional up, so a full build ships as one file if you package it that way.

Encrypted on every packet

AES-256-GCM or ChaCha20-Poly1305 with a forward-secret key per session and replay protection. There is no plaintext mode to misconfigure.

Automation for the nightly

Watch folders, schedules, a REST API and a CLI from Professional, so the build pipeline can hand off without a person clicking send.

No generic speed promise

Throughput depends on your route, endpoints, and storage. The published benchmark (a 1 GB file 7.5x faster than the TCP baseline at 150 ms and 3% loss) tells you where the difference appears; your own route tells you how much.

Product boundary

A transfer layer, not a build system.

RIPTON CLOUD moves prepared packages between endpoints. It does not replace source control, a build farm or a content delivery network for players.

What it covers

  • Builds, asset trees and capture sent as packages
  • Inbound drops from partners without accounts
  • Scheduled and API-driven handoffs
  • Delivery records for every recipient

What stays with your stack

  • Source-control hosting or merging
  • Build orchestration
  • Player-facing patch distribution
  • Live game networking

Evaluation path

Test it on last night's build

Bring the route that hurts, usually the one to your furthest partner, and compare elapsed time against your current tool on the same build.

  1. 01

    Pick the route

    Studio to outsourcer, studio to publisher or build farm to QA. One route, both directions.

  2. 02

    Send the real build

    The same package with both tools, measured end to end including packaging and verification.

  3. 03

    Send the asset tree

    A real source-art or localisation drop, so file-count overhead is measured, not guessed.

  4. 04

    Decide on numbers

    Elapsed time, restarts needed and operator time, written down.

FAQ

Questions technical buyers ask.

Can outsourcers send without a licence?

Yes. External senders use a Shared Inbox or a public upload link from a browser. They do not use a named seat and are not charged.

Does it work with Perforce or Git?

RIPTON CLOUD moves files and folders that you export or snapshot. It does not connect to the depot itself. Most studios package a build output or a depot snapshot and send that.

Can the pipeline trigger transfers?

From Professional, watch folders, schedules, a REST API and a CLI are available, with webhooks on completion.

Will it be faster than our current tool?

It depends on your route. The difference appears with distance, latency and loss. Run the evaluation on your furthest partner's route and compare.

Technical evaluation

Ship the build, not the excuse.

Start a free workspace, or bring the partner route that keeps slipping and we will help you measure it.