Assets Naming Convention
Contents
Overview
This article contains ideas for assets naming convention and content folders structure.
Basics
1. All names in English.
2. All asset dependencies should be in its folder (instead of some shared assets).
Assets folders
(maps)
Content\Maps | parent maps folder |
............ Maps\Episode(_Number) | game episodes, where (_Number) is 01, 02, 03, etc |
............ Maps\TestMaps | test maps, maps prototypes and other levels not for production |
(assets)
Content\Base | basic materials, material functions and other “foundation” assets |
Content\Characters | folder for characters |
............ Characters\NPC | NPCs |
............ Characters\Player | player character(s) |
Content\Dev | development assets, like objects icons, special meshes and textures, etc |
Content\Effects | various shared effects |
Content\Environment | environment assets |
............ Environment\Background | backgrounds |
............ Environment\Buildings | buildings (simple or procedural) |
............ Environment\Foliage | foliage |
............ Environment\Props | various props |
............ Environment\Sky | skies |
............ Environment\Landscape | terrains assets |
............ Environment\Water | water meshes and materials |
Content\Gameplay | assets for various gameplay purposes |
Content\PostProcess | post process chains and it’s assets |
Content\Sound | sounds and sound cues |
Content\UI | UI assets |
Content\Vehicles | vehicles with effects |
Content\Weapons | weapons with effects |
Folders by categories
Blueprints | blueprints |
Meshes | static and skeletal meshes, physical assets |
Materials | materials and instances |
Textures | textures |
Animations | animations |
Particles | particle systems |
LensFlares | flares |
Sounds | sounds + cues |
Morphs | morphs |
FaceFX | FaceFX assets |
Assets names
Form:
(Prefix_)AssetName(_Number)(_Suffix)
Example:
T_Rock_01_D
Prefixes: (optional because of filters in content browser)
(by usage)
CH_ | Characters |
UI_ | User Interface |
VH_ | Vehicles |
WP_ | Weapons |
(by type)
BP_ | Blueprint |
SK_ | Skeletal Mesh |
SM_ | Static Mesh |
AD_ | Apex Destructible Asset |
AC_ | Apex Cloth Asset |
MT_ | Morph Target |
ST_ | Speed Tree |
PS_ | Particle System |
LF_ | Lens Flare |
VF_ | Vector Field |
S_ | Sound |
SC_ | Sound Cue |
M_ | Material |
MI_ | Material Instance |
MITV_ | Material Instance Time Varying |
MF_ | Material Function |
MPC_ | Material Parameter Collection |
T_ | Texture |
SP_ | Sprite |
SS_ | Sprite Sheet |
TC_ | Texture Cube |
RT_ | Render Target |
PM_ | Physical Material |
Suffixes:
(textures)
_BC | Base color |
_MT | Metallic |
_S | Specular |
_R | Roughness |
_N | Normal |
_DP | Displacement |
_AO | Ambient Occlusion |
_H | Height Map |
_FM | Flow Map |
_L | Light Map (fake) |
_M | Mask |
(meshes)
_Physics | physics assets (generated name) |
_FaceFX | FaceFx assets |
(animations)
_BlendSpace | blend space (generated name) |
_AnimBlueprint | animation blueprint (generated name) |
Texture Masks
RGB Mask for characters:
- R = Metallic
- G = Roughness
- B = Subsurface Opacity
RGB Mask for character's Hair:
- R = Hair Alpha
- G = Specular/Roughness map
- B = Anisotropic direction map
RGB Mask for environment:
- R = Metallic
- G = Roughness
- B = Ambient Occlusion