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Asset Naming Conventions

To ensure clarity and consistency in our assets, we adhere to the following naming conventions:

1. Art Assets

Art assets include models, textures, materials, shaders, animations, and audio. The use of prefixes helps in easy identification and sorting.

Models:

  • Prefix: mdl_
  • Examples: mdl_Player, mdl_TreeLarge

Textures:

  • Prefix: tex_
  • Examples: tex_PlayerDiffuse, tex_GrassNormal

Materials:

  • Prefix: mat_
  • Examples: mat_Player

Shaders:

  • Prefix: shd_
  • Examples: shd_CustomLighting

Animations:

  • Prefix: anim_
  • Examples: anim_PlayerRun

Audio Clips:

  • Music: music_MainTheme, music_Battle
  • Sound Effects: sfx_Explosion, sfx_Footstep
  • Voice: voice_NPC01_Greeting

Variations:

  • Suffixes: _Alt01, _Winter
  • Examples: tex_PlayerDiffuse_Alt01, mdl_TreeLarge_Winter

2. Prefabs

Prefabs are collections of game objects that can be reused throughout the game.

UI Elements:

  • Prefix: ui_
  • Examples: ui_ButtonStart

Gameplay Elements:

  • Prefix: game_
  • Examples: game_Player, game_Enemy

Environment Elements:

  • Prefix: env_
  • Examples: env_TreeLarge

Interactive Elements:

  • Prefix: interact_
  • Examples: interact_Door

Particle Systems:

  • Prefix: particle_
  • Examples: particle_Explosion

Miscellaneous:

  • Prefix: misc_
  • Examples: misc_BackgroundCloud

3. Scenes

Organizing and naming scenes for clarity in the game's structure.

Main:

  • Main Levels: MainLevel, BossBattle
  • Menus: MainMenu, SettingsMenu
  • Tests: TestPhysics, TestAI