Quick answer: Generate visual previews of changed media, surface them in the PR, and keep binaries in LFS so reviewers can actually see what changed before approving.

You cannot review a binary blob in a diff view. Previews make media reviewable. Here is how.

How to fix it

1. Generate previews

Produce thumbnails or before/after images of changed media so reviewers can see them.

2. Attach to the PR

Surface the previews in the pull request so review does not require checking out the branch.

3. Keep binaries in LFS

Store media in Git LFS so the PR diff stays lightweight while the assets are still versioned.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.