Shared project context

The project should not lose its memory between sessions.

Studio and Services solve different problems, but both work better when project facts, decisions, changes, and evidence remain explicit and project-scoped.

Sample Gamibase Studio dependency map showing Unreal Engine project relationships and evidence readiness
The project record

Four things stay separate on purpose.

Keeping facts, decisions, changes, and evidence distinct makes later work easier to understand and harder to misrepresent.

01

What the project is

Repository structure, engine and target facts, existing assets, and the current state of the work.

02

What you decided

Approved direction, accepted boundaries, and decisions that should shape later work without being silently reinterpreted.

03

What changed

The files, operations, and artifacts touched by an agreed piece of work, kept distinct from the request that started it.

04

What proved the result

Build output, read-back, checks, and resulting artifacts that establish what happened instead of merely declaring success.

Same discipline, different work

Context has to earn its way forward.

In Studio

Approved direction and iteration decisions stay visible so a later pass does not have to rediscover the game from scratch.

In Services

The diagnosis, scope, patch, verification transcript, and artifacts remain tied to the one failing boundary being repaired.

Boundary

Memory is useful only when it stays honest.

This is explicit project memory—not a claim that software can infer taste, plan a whole game, or turn every past event into a reliable decision on its own.