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Just as using a standard naming convention for C# classes helps ensure clarity and consistency in a project, adopting a naming convention for game assets is equally beneficial. While Unity doesn’t enforce specific rules for asset names, following a standardized system can greatly improve project organization, collaboration, and portability. Epic Games provides detailed guidance for naming assets in Unreal Engine, and these conventions can be applied universally across any game engine. By using a consistent naming schema, you can quickly identify assets both inside and outside your game engine, maintain clarity across large teams, and make it easier to move projects between engines.

Asset Naming: More Than Just Organization

Within a game engine, different asset types are often visually distinguished, and filters can be used to quickly locate specific assets. However, implementing a standardized naming convention, like the one Epic Games recommends, adds another layer of clarity. In Unreal Engine, many automated tools (such as importing assets, building shaders, or generating references) rely on consistent naming patterns to function smoothly. Following a naming convention not only makes assets easier to identify outside the engine but also ensures consistency across project files and simplifies collaboration when moving assets between projects or engines.

Common Asset Naming Guidelines

The list below outlines asset naming conventions for the most common types of game assets. While it builds on the Epic Games naming convention, I’ve also added my own conventions for Unity-specific assets, such as prefabs. Using these conventions consistently will help you organize your project more efficiently and make assets easier to locate, reference, and manage throughout development.

Animation Assets

TypePrefixSuffixExampleNotes
AnimationANM_ANM_SpinnerAnimation Clips or sequences are animations attached to a model or prefab
Animation
Controller
ANM__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

TypePrefixSuffixExampleNotes
MusicMX_MX_IslandTheme
Music
Background
Ambience
MX__BKGMX_JollyRythm_BKGBackground music, designed to loop
Music
Cinematic
MX__CINMX_CityIntro_CIN
Sound
Effect
SX_SX_ScratchingMetal
Sound Effect
Ambience
SX__AMBSX_ScratchingMetal
Sound Effect
Environmental
SX__ENVSX_BabblingCreek_ENV
Sound Effect
Interactable
SX__INTSX_ClickMe_Int
Dialog
Voice
DV_See NotesDV_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.

TypePrefixSuffixExampleNotes
Area
Light
Light__ALight_Overhead_A_02Area light emits light from a rectangular or circular area, used for even and diffuse illumination like overhead lights.
Directional
Light
Light__DLight_MainHall_D_01Directional light simulates sunlight or other distant light sources with parallel light rays for general illumination.
IES
Light
Light__ILight_Corridor_I_01IES light uses real-world photometric data for accurate light distribution. Commonly supported in Unreal Engine.
Light
Map
LightMap_N/ALightMap_Scene_BakedLight maps store baked lighting information to enhance scene realism and improve performance for static objects.
Light
Probe
LightProbe_N/ALightProbe_ScenePoint_01Light probes capture and store lighting data to simulate realistic lighting for dynamic objects.
Point
Light
Light__PLight_Lamp_P_01Point light emits light in all directions from a single point, simulating sources like lamps.
Rectangular
Light
Light__RLight_Window_R_01Rectangular light emits light from a rectangular shape, simulating sources such as windows or large fixtures. Commonly supported in Unreal Engine.
Spot
Light
Light__SLight_RedGlow_S_01Spot light emits light in a cone-shaped beam, ideal for highlighting specific areas like red glow effects.

Materials and Textures

TypePrefixSuffixExampleNotes
MaterialM_N/AM_BrickWall
Material
Decal
M__DecalM_WarningSign_DecalDecals are materials that decorate the surface of other materials, used for effects like splatters, signs, and stickers.
UI
Material
M__UIM_ButtonBackground_UIMaterials specific to UI elements.
Procedural
Material
M__ProcM_ProceduralBrick_ProcProcedural materials generated by code.
TextureT_N/AT_RubbyJewelThe base map texture image.
Texture
Ambient
Occlusion
T__AOT_RubbyJewel_AOAn ambient occlusion texture simulates subtle shading and depth cues based on light reach.
Texture
Emission Map
T__ET_RubbyJewel_EAn emission map texture defines which parts of an object emit light or glow, creating emissive effects.
Texture
Height Map
T__HT_RubbyJewel_Hheight map texture creates detailed terrain or landscape features by defining elevation.
Texture
Metallic Map
T__MT_RubbyJewel_Mmetallic map texture controls reflectivity, simulating various materials with different levels of metal-like properties.
Texture
Normal Map
T__NT_RubbyJewel_Nnormal map texture adds surface detail or “bumpiness” to a 3D model, creating the illusion of raised or depressed areas.
Texture
Cube
TC_N/ATC_ParkDaylightcubemap is a collection of six square textures representing environment reflections, often used for skyboxes.

Models and Prefabs

TypePrefixSuffixExampleNotes
Static
Mesh
SM_N/ASM_ParkBench
Skeletal
Mesh
SK_N/ASK_VikingDwarfAny model with a rig, typically characters.
PrefabParkBenchPrefabs are named descriptively and displayed in blue, making them easily identifiable.
Prefab
Variant
V_N/AV_ParkBenchVariant of an existing prefab for different states.

Scenes

TypePrefixSuffixExampleNotes
LevelLevel__01,

 _02, etc.
Level_City_01Use for gameplay levels, e.g., a city level in an open-world game.
UIUI__MainMenu,

 _Options, etc.
UI_MainMenuUse for menus and user interfaces, such as the main menu or options screen.
CutsceneCutscene__Level3_End,

 _Intro, etc.
Cutscene_Level3_EndUse for narrative moments that interrupt gameplay, like cutscenes at the end of a level.
Loading Loading__Level2

_GameStart, etc.
Loading_Level2Use for load screens that appear between levels or during game loading.
Start Start__SplashScreen

_TitleCard, etc.
Start_SplashScreenUse for intro/start scenes that display before the main game begins, such as a splash screen.
End End__Credits,

 _GameOver, etc.
End_CreditsUse for end screens that play after completing a level or finishing the game, like credits rolls.
Test Test_N/ATest_Physics

Test_Climb
Use for testing scenes and prototypes, e.g., to test physics simulations or other gameplay mechanics.

Shaders

TypePrefixSuffixExampleNotes
Surface ShaderSHD_N/ASHD_ReflectiveStandard or custom shaders used for surface materials.
Post ProcessingSHD__PPSHD_Blur_PPShaders used in post-processing effects.

Special Effects

TypePrefixSuffixExampleNotes
General
Effect
PS_N/APS_Fireball

PS_Smoke,
 
PS_Explosion
particle system is a framework for generating and controlling multiple small graphical elements (particles) to create complex visual effects like fire, smoke, or explosions.
Post-
Processing
Vol__PPVol_Cityscape_PP

Vol_Underwater_PP
Defines areas with specific post-processing effects, such as color grading or bloom.
Trigger
Zone
Vol__TriggerVol_PlayerEnter_Trigger,
 
Vol_EnemySpawn_Trigger
Defines areas that trigger events or logic when a player or object enters them.

By following a consistent asset naming convention, you not only keep your project organized but also make collaboration, automation, and cross-engine work much smoother. Whether you’re using Unreal, Unity, or moving assets between engines, these guidelines help ensure clarity, efficiency, and maintainability throughout development. Adopting a clear naming system early in your project will save time, reduce errors, and make your workflow more professional.

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