Assets Naming Convention

This article contains ideas for assets naming convention and content folders structure.

Updated almost 4 years ago Edit Page Revisions

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:

These are 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