Asset Naming Convention
Animation Assets
Category | Type | Prefix | Suffix | Example | Notes |
---|---|---|---|---|---|
Animation | Animation | ANM_ | ANM_Spinner | Animation Clips or sequences are animations attached to a model or prefab | |
Animation | Animation Controller | ANM_ | _CNTRL | ANM_Spinner_CNTRL | Animation controllers allow for the management and arrangement of various Animation Clips and the Transitions between them using a State Machine. |
Audio Assets
Category | Type | Prefix | Suffix | Example | Notes |
---|---|---|---|---|---|
Audio | Music | MX_ | MX_IslandTheme | ||
Audio | Music - Background/Ambience | MX_ | _BKG | MX_JollyRythm_BKG | Background music, designed to loop |
Audio | Music - Cinematic | MX_ | _CIN | MX_CityIntro_CIN | |
Audio | Sound Effect | SX_ | SX_ScratchingMetal | ||
Audio | Sound Effect - Ambience | SX_ | _AMB | SX_ScratchingMetal | |
Audio | Sound Effect - Environmental | SX_ | _ENV | SX_BabblingCreek_ENV | |
Audio | Sound Effect - Interactable | SX_ | _INT | SX_ClickMe_Int | |
Audio | Dialog Voice | DV_ | See Notes | DV_DarkKnight_attack_01 or DV_DarkKnight_00001 | Suffix should denote the sound or sequence that the dialog is played |
Light Assets
In addition to the prefix and suffix rules below an additional suffix of an index number is commonly added to distinguish between multiple lights in a scene.
Category | Type | Prefix | Suffix | Example | Notes |
---|---|---|---|---|---|
Light | Area Light | Light_ | _A | Light_Overhead_A_02 | Area light emits light from a rectangular or circular area, used for even and diffuse illumination like overhead lights. |
Light | Directional Light | Light_ | _D | Light_MainHall_D_01 | Directional light simulates sunlight or other distant light sources with parallel light rays for general illumination. |
Light | IES Light | Light_ | _I | Light_Corridor_I_01 | IES light uses real-world photometric data for accurate light distribution. Commonly supported in Unreal Engine. |
Light | Light Map | LightMap_ | N/A | LightMap_Scene_Baked | Light maps store baked lighting information to enhance scene realism and improve performance for static objects. |
Light | Light Probe | LightProbe_ | N/A | LightProbe_ScenePoint_01 | Light probes capture and store lighting data to simulate realistic lighting for dynamic objects. |
Light | Point Light | Light_ | _P | Light_Lamp_P_01 | Point light emits light in all directions from a single point, simulating sources like lamps. |
Light | Rectangular Light | Light_ | _R | Light_Window_R_01 | Rectangular light emits light from a rectangular shape, simulating sources such as windows or large fixtures. Commonly supported in Unreal Engine. |
Light | Spot Light | Light_ | _S | Light_RedGlow_S_01 | Spot light emits light in a cone-shaped beam, ideal for highlighting specific areas like red glow effects. |
Materials and Textures
Category | Type | Prefix | Suffix | Example | Notes |
---|---|---|---|---|---|
Material | Material | M_ | N/A | M_BrickWall | |
Material | Material Decal | M_ | _Decal | M_WarningSign_Decal | Decals are materials that decorate the surface of other materials, used for effects like splatters, signs, and stickers. |
Material | UI Material | M_ | _UI | M_ButtonBackground_UI | Materials specific to UI elements. |
Material | Procedural Material | M_ | _Proc | M_ProceduralBrick_Proc | Procedural materials generated by code. |
Texture | Texture | T_ | N/A | T_RubbyJewel | The base map texture image. |
Texture | Texture - Ambient Occlusion | T_ | _AO | T_RubbyJewel_AO | An ambient occlusion texture simulates subtle shading and depth cues based on light reach. |
Texture | Texture - Emission Map | T_ | _E | T_RubbyJewel_E | An emission map texture defines which parts of an object emit light or glow, creating emissive effects. |
Texture | Texture - Height Map | T_ | _H | T_RubbyJewel_H | A height map texture creates detailed terrain or landscape features by defining elevation. |
Texture | Texture - Metallic Map | T_ | _M | T_RubbyJewel_M | A metallic map texture controls reflectivity, simulating various materials with different levels of metal-like properties. |
Texture | Texture - Normal Map | T_ | _N | T_RubbyJewel_N | A normal map texture adds surface detail or "bumpiness" to a 3D model, creating the illusion of raised or depressed areas. |
Texture | Texture Cube | TC_ | N/A | TC_ParkDaylight | A cubemap is a collection of six square textures representing environment reflections, often used for skyboxes. |
Models and Prefabs
Category | Type | Prefix | Suffix | Example | Notes |
---|---|---|---|---|---|
Models | Static Mesh | SM_ | N/A | SM_ParkBench | |
Models | Skeletal Mesh | SK_ | N/A | SK_VikingDwarf | Any model with a rig, typically characters. |
Prefab | - | - | - | ParkBench | Prefabs are named descriptively and displayed in blue, making them easily identifiable. |
Prefabs | Prefab Variant | V_ | N/A | V_ParkBench | Variant of an existing prefab for different states. |
Scenes
Category | Type | Prefix | Suffix | Example | Notes |
---|---|---|---|---|---|
Scene | Level Scene | Level_ | _01 , _02 , etc. | Level_City_01 | Use for gameplay levels, e.g., a city level in an open-world game. |
Scene | UI Scene | UI_ | _MainMenu , _Options , etc. | UI_MainMenu | Use for menus and user interfaces, such as the main menu or options screen. |
Scene | Cutscene Scene | Cutscene_ | _Level3_End , _Intro , etc. | Cutscene_Level3_End | Use for narrative moments that interrupt gameplay, like cutscenes at the end of a level. |
Scene | Loading Scene | Loading_ | _Level2 , _GameStart , etc. | Loading_Level2 | Use for load screens that appear between levels or during game loading. |
Scene | Start Scene | Start_ | _SplashScreen , _TitleCard , etc. | Start_SplashScreen | Use for intro/start scenes that display before the main game begins, such as a splash screen. |
Scene | End Scene | End_ | _Credits , _GameOver , etc. | End_Credits | Use for end screens that play after completing a level or finishing the game, like credits rolls. |
Scene | Test Scene | Test_ | N/A | Test_Physics , Test_Climb | Use for testing scenes and prototypes, e.g., to test physics simulations or other gameplay mechanics. |
Shaders
Category | Type | Prefix | Suffix | Example | Notes |
---|---|---|---|---|---|
Shader | Surface Shader | SHD_ | N/A | SHD_Reflective | Standard or custom shaders used for surface materials. |
Shader | Post Processing | SHD_ | _PP | SHD_Blur_PP | Shaders used in post-processing effects. |
Special Effects
Category | Type | Prefix | Suffix | Example | Notes |
---|---|---|---|---|---|
Particle System | General Effect | PS_ | N/A | PS_Fireball , PS_Smoke , PS_Explosion | A particle system is a framework for generating and controlling multiple small graphical elements (particles) to create complex visual effects like fire, smoke, or explosions. |
Volume | Post-Processing | Vol_ | _PP | Vol_Cityscape_PP , Vol_Underwater_PP | Defines areas with specific post-processing effects, such as color grading or bloom. |
Volume | Trigger Zone | Vol_ | _Trigger | Vol_PlayerEnter_Trigger , Vol_EnemySpawn_Trigger | Defines areas that trigger events or logic when a player or object enters them. |