File Organisation
- jamesghholt
- Mar 12, 2022
- 1 min read
Updated: Jun 11, 2022
I laid down the foundation of our file organisation and naming convention. This was changed two times throughout the first three months of the project. Firstly, due to a lack of communication and secondly, for optimisation. The last image shows the final file “branches”, conveniently created by Owen McNally. Assets are split into two groups: “Pirates” and “Tribal”, in reference to the dividing dodgeball line within our game.
I included pipeline, scale (for Blender and Max), FBXs for scale, custom naming prefixes/ suffixes, naming convention and camel case references outside of the “Asset” folder- for quick and easy accessibility by my peers.



The first rendition of our Asset file organisation had too many files for the group’s liking, we opted to have all various file types organised by name alone in a joined folder, for the chosen asset. I developed a new naming convention to accommodate for this change- prioritising “variant” and “type”. Google Drive frequently cuts file names short; to make sure the correct variant and type was exported- It was moved to the beginning of the files name- making it easily visible.
Furthermore, we opted for environment related assets to occupy a unique folder, unaffected by the “Tribal”, “Pirate” split.
Any documentation, game versions or concepts, were kept outside the “Asset” folder separately.
The in-engine project was also organised in such a way, taking in account: blueprints, maps, etc.
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