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Asset Naming Convention

Written by: Akram Taghavi-Burris | © Copyright 2024

Status: In Development

Animation Assets​

CategoryTypePrefixSuffixExampleNotes
AnimationAnimationANM_ANM_SpinnerAnimation Clips or sequences are animations attached to a model or prefab
AnimationAnimation ControllerANM__CNTRLANM_Spinner_CNTRLAnimation controllers allow for the management and arrangement of various Animation Clips and the Transitions between them using a State Machine.

Audio Assets​

CategoryTypePrefixSuffixExampleNotes
AudioMusic MX_MX_IslandTheme
AudioMusic - Background/AmbienceMX__BKGMX_JollyRythm_BKGBackground music, designed to loop
AudioMusic - CinematicMX__CINMX_CityIntro_CIN
AudioSound EffectSX_SX_ScratchingMetal
AudioSound Effect - AmbienceSX__AMBSX_ScratchingMetal
AudioSound Effect - EnvironmentalSX__ENVSX_BabblingCreek_ENV
AudioSound Effect - InteractableSX__INTSX_ClickMe_Int
AudioDialog VoiceDV_See NotesDV_DarkKnight_attack_01 or DV_DarkKnight_00001Suffix 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.

CategoryTypePrefixSuffixExampleNotes
LightArea LightLight__ALight_Overhead_A_02Area light emits light from a rectangular or circular area, used for even and diffuse illumination like overhead lights.
LightDirectional LightLight__DLight_MainHall_D_01Directional light simulates sunlight or other distant light sources with parallel light rays for general illumination.
LightIES LightLight__ILight_Corridor_I_01IES light uses real-world photometric data for accurate light distribution. Commonly supported in Unreal Engine.
LightLight MapLightMap_N/ALightMap_Scene_BakedLight maps store baked lighting information to enhance scene realism and improve performance for static objects.
LightLight ProbeLightProbe_N/ALightProbe_ScenePoint_01Light probes capture and store lighting data to simulate realistic lighting for dynamic objects.
LightPoint LightLight__PLight_Lamp_P_01Point light emits light in all directions from a single point, simulating sources like lamps.
LightRectangular LightLight__RLight_Window_R_01Rectangular light emits light from a rectangular shape, simulating sources such as windows or large fixtures. Commonly supported in Unreal Engine.
LightSpot LightLight__SLight_RedGlow_S_01Spot light emits light in a cone-shaped beam, ideal for highlighting specific areas like red glow effects.

Materials and Textures​

CategoryTypePrefixSuffixExampleNotes
MaterialMaterialM_N/AM_BrickWall
MaterialMaterial DecalM__DecalM_WarningSign_DecalDecals are materials that decorate the surface of other materials, used for effects like splatters, signs, and stickers.
MaterialUI MaterialM__UIM_ButtonBackground_UIMaterials specific to UI elements.
MaterialProcedural MaterialM__ProcM_ProceduralBrick_ProcProcedural materials generated by code.
TextureTextureT_N/AT_RubbyJewelThe base map texture image.
TextureTexture - Ambient OcclusionT__AOT_RubbyJewel_AOAn ambient occlusion texture simulates subtle shading and depth cues based on light reach.
TextureTexture - Emission MapT__ET_RubbyJewel_EAn emission map texture defines which parts of an object emit light or glow, creating emissive effects.
TextureTexture - Height MapT__HT_RubbyJewel_HA height map texture creates detailed terrain or landscape features by defining elevation.
TextureTexture - Metallic MapT__MT_RubbyJewel_MA metallic map texture controls reflectivity, simulating various materials with different levels of metal-like properties.
TextureTexture - Normal MapT__NT_RubbyJewel_NA normal map texture adds surface detail or "bumpiness" to a 3D model, creating the illusion of raised or depressed areas.
TextureTexture CubeTC_N/ATC_ParkDaylightA cubemap is a collection of six square textures representing environment reflections, often used for skyboxes.

Models and Prefabs​

CategoryTypePrefixSuffixExampleNotes
ModelsStatic MeshSM_N/ASM_ParkBench
ModelsSkeletal MeshSK_N/ASK_VikingDwarfAny model with a rig, typically characters.
Prefab---ParkBenchPrefabs are named descriptively and displayed in blue, making them easily identifiable.
PrefabsPrefab VariantV_N/AV_ParkBenchVariant of an existing prefab for different states.

Scenes​

CategoryTypePrefixSuffixExampleNotes
SceneLevel SceneLevel__01, _02, etc.Level_City_01Use for gameplay levels, e.g., a city level in an open-world game.
SceneUI SceneUI__MainMenu, _Options, etc.UI_MainMenuUse for menus and user interfaces, such as the main menu or options screen.
SceneCutscene SceneCutscene__Level3_End, _Intro, etc.Cutscene_Level3_EndUse for narrative moments that interrupt gameplay, like cutscenes at the end of a level.
SceneLoading SceneLoading__Level2, _GameStart, etc.Loading_Level2Use for load screens that appear between levels or during game loading.
SceneStart SceneStart__SplashScreen, _TitleCard, etc.Start_SplashScreenUse for intro/start scenes that display before the main game begins, such as a splash screen.
SceneEnd SceneEnd__Credits, _GameOver, etc.End_CreditsUse for end screens that play after completing a level or finishing the game, like credits rolls.
SceneTest SceneTest_N/ATest_Physics, Test_ClimbUse for testing scenes and prototypes, e.g., to test physics simulations or other gameplay mechanics.

Shaders​

CategoryTypePrefixSuffixExampleNotes
ShaderSurface ShaderSHD_N/ASHD_ReflectiveStandard or custom shaders used for surface materials.
ShaderPost ProcessingSHD__PPSHD_Blur_PPShaders used in post-processing effects.

Special Effects​

CategoryTypePrefixSuffixExampleNotes
Particle SystemGeneral EffectPS_N/APS_Fireball, PS_Smoke, PS_ExplosionA particle system is a framework for generating and controlling multiple small graphical elements (particles) to create complex visual effects like fire, smoke, or explosions.
VolumePost-ProcessingVol__PPVol_Cityscape_PP, Vol_Underwater_PPDefines areas with specific post-processing effects, such as color grading or bloom.
VolumeTrigger ZoneVol__TriggerVol_PlayerEnter_Trigger, Vol_EnemySpawn_TriggerDefines areas that trigger events or logic when a player or object enters them.