Raw Art Asset Foldering & File Naming Convention
Status: Draft
Owner: FSKU Art Department
Audience: Art Teams (Internal & External)
Last Updated: 20260123
1. Purpose & Principles
Repository & Version Control Context
Agate uses SVN (Subversion) repository to manage all raw assets for live projects.
SVN is used as the source-of-truth versioning system for raw art assets, providing:
- Historical version tracking
- Change traceability per asset
- Controlled collaboration between internal teams and external vendors
This document is designed to work in conjunction with SVN and does not replace SVN version history. Instead, it defines human-readable structure and naming to make SVN usage predictable, reviewable, and scalable for art production.
This document defines a standard folder structure and file naming convention for managing raw art assets in Agate.
Goals
- Ensure consistency across projects and teams
- Make assets easy to find, review, and hand over
- Reduce miscommunication between artists, leads, tech, and production
- Support scalability for outsourcing and multi-project workflows
Core Principles
- Clarity over cleverness – names should be readable without context
- Predictable structure – same logic across all projects
- Tool-agnostic – works for DCCs (Blender, ZBrush, Substance, Photoshop, CSP, etc.)
- Version-safe – avoids overwriting and ambiguity
2. Scope
Included
- Raw production files (e.g.
.blend,.zpr,.psd,.spp,.toolbag) - Work-in-progress (WIP) assets
- Assets created by internal and external artists
Excluded (Handled by Other Docs)
- Engine/exported assets
- Build/package files
- Version control system rules (Git)
3. High-Level Folder Structure
/[PROJECT_CODE]/
/[ASSET_TYPE]/
/[ASSET_NAME]/
Placeholder Definitions
- PROJECT_CODE → Project identifier (e.g.
BOM,RED) - ASSET_TYPE → Characters, Props, Environments, UIs, Cinematics, Marketings
- ASSET_NAME → Unique, human-readable asset identifier
(We will refine and lock these values later)
4. Asset-Type Folder Breakdown
4.1 Characters
/Character/
/CHR_[CharacterName1]/
/CHR_[CharacterName2]/
4.2 Props
/Prop/
/Interactive_PRP_[PropName]/
/Weapon_PRP_[PropName]/
/Armor_PRP_[PropName]/
/[PropContext]_PRP_[PropName/
4.3 Environments
Environment art-related props should be placed here
/Environment/
/Biome/ -> raw terrain data, lookdev data, or anything high level regarding env assets
/ENV_[BiomeName]/
/ModularKit/ -> raw assets for modular prop for certain biome/context
/ENV_KIT_[ModularKitSetName]/
/Hero/ -> hero prop for environment assets
/ENV_HERO_[HeroEnvObjectName]/
4.4 UIs
/UI/
/UI_Screen_[ScreenName]/
/UI_IconKit_[IconKitName]/
4.5 Cinematics
/Cinematic/
/CUTSCENE_[CutsceneName1]/
/CUTSCENE_[CutsceneName2]/
4.6 Marketings
/Marketings/
/SteamStoreCapsule/
/CinamaticTrailer/
/MarketingReadyImages/
/MarketingReadyVideos/
/[MarketingArtContexts]/
(Tech Art handled as supporting discipline, not top-level asset type)
5. Context Code (Locked Vocabulary)
To keep file names readable while aligning with industry-recognized shorthand (including Unreal Engine standards), the following context vocabularies and codes are locked.
| Context | PrefixCode | Meaning |
|---|---|---|
| CONCEPT | CPT | Concept art, visual exploration |
| STATIC 2D | 2DS | Static Illustration/2D |
| ANIMATION 2D | 2DA | Skeletal 2D or flippbook 2D animation |
| STATIC 3D | SM | Static mesh development (model, sculpt, textures), Static image (illustration, icon) |
| ANIMATION 3D | SK | Skeletal mesh, rigging, skinning, animation clips |
| TEXTURES | T | Texture files, intended to be used for 3D model with specific UV |
| VFX | VFX | Asset-specific visual effects |
| STORYBOARD | BRD | Storyboard asset, related to cinematic/cutscene |
| ANIMATIC | AMT | Pre-visualization of cinematic/cutscene, before locking timing, shots, & asset production |
| PUBLISH | PUB | Approved, signed-off handoff files |
Rationale
CPTis more recognizable thanCONand avoids collision with config/console shorthand.SM/SKfollow Unreal Engine conventions and are immediately readable by tech art and engineers.- Folder names remain semantic; codes are optimized for filenames and engine adjacency.
6. Stage Applicability Matrix
This matrix defines which development stages are applicable per ASSET_TYPE. Stages not listed should not be created unless explicitly approved.
| ASSET_TYPE | _brief | CONCEPT | STATIC | ANIMATION | VFX |
|---|---|---|---|---|---|
| Characters | ✓ | ✓ | ✓ | ✓ | ✓ |
| Props | ✓ | ✓ | ✓ | △ | △ |
| Environments | ✓ | ✓ | ✓ | △ | ✓ |
| UIs | ✓ | ✓ | ✓ | △ | △ |
| Cinematics | ✓ | ✓ | ✓ | ✓ | ✓ |
| Marketings | ✓ | ✓ | ✓ | △ | △ |
Legend
- ✓ = Standard / expected stage
- △ = Optional, asset-dependent
- ✕ = Not applicable
7. Asset-Level Folder Structure
/[ASSET_NAME]/
/_brief/
/_reviews/
/_wip/
/01_CONCEPT/ -> PSD, CSP, etc
/02_STATIC/ -> ZPR, BLEND, FBX, TOOLBAG, PAINTER, PSD, CSP, etc
/03_ANIMATION/ -> BLEND, FBX, SPINE, etc
/04_VFX/ -> PSD, HIP/HDA, FBX, BLEND, etc
/05_PUBLISH/ -> FBX, SKEL, TEXTURES, etc game ready
Folder Intent
- _brief → Briefs, initial sketches from directors/leads, moodboards, external refs
- _reviews → Time-based progress previews and feedback records ****
- _wip → Misc WIP, temporary or cross-stage files
- 01_CONCEPT → Concept art, exploration, silhouettes, color keys
- 02_STATIC → Static asset development (model, sculpt, textures)
- 03_ANIMATION → Rig, skinning, animation data
- 04_VFX → Asset-specific visual effects (if applicable)
- 05_PUBLISH → Approved handoff files per stage
(We will refine the folder/stage matrix for each asset type as we go)
7.1 Reviews Folder Structure & Rules
Progress updates and feedback must be stored under the REVIEWS folder to ensure clear historical tracking and auditability.
/_reviews/
/[YYYYMMDD]_[STAGECODE]_update/
/[YYYYMMDD]_[STAGECODE]_feedback/
Naming Rules
- YYYYMMDD uses calendar date of the review or submission
- STAGECODE must match the asset stage being reviewed (CPT / SM / SK / VFX)
- One update folder may have multiple preview files (screenshots, playblasts, turntables)
- Feedback folders may contain:
- Annotated images/videos
- Written feedback (PDF, TXT, MD)
- Call notes or screenshots from review tools
Example
/_reviews/
/20260120_SM_update/
VA6_HeroKnight_SM_turntable.mp4
VA6_HeroKnight_SM_view01.png
/20260121_SM_feedback/
VA6_HeroKnight_SM_feedback_v01.pdf
Feedback File Naming Hint (Recommended)
[PROJECT]_[ASSET]_[STAGECODE]_feedback_v##.[ext]
Additional Notes:
- Use one update folder per daily check-in
- Feedback should always reference the corresponding update date and stage
- Do not overwrite previous update or feedback folders
- If multiple review cycles happen in one day, append an index:
VA6_HeroKnight_SM_view01VA6_HeroKnight_SM_view02
8. File Naming Convention (General Format)
[PROJECTCODE]_[ASSETTYPE]_[AssetName]_[STAGECODE]_[Suffix].[Filetype]
Example
ASTRA_CHR_HeroKnight_SM_Model.blend -> static model file
ASTRA_CHR_HeroKnight_SK_RIG.blend -> rig file
ASTRA_CHR_HeroKnight_SK_AnimationSet.blend -> animation file
Field Definitions
- PROJECTCODE → Project code
- ASSET → Asset name (matches folder name)
- ASSET_TYPE → Characters / Environments / Props / UIs / Cinematics / Marketings
- DESC → Purpose or content (Model, Sculpt, Rig, Tex, Blockout)
- STAGECODE → Code for the stage following context code table on 5. Context Code
- SUFFIX → Additional context, like N (Normal Map), ORM (Occlusion/Roughness/Metalness Map) for Textures
(Exact abbreviations to be finalized)
9 Publish Folder – Approval & Sign-off Rules
The PUBLISH folder represents an official, approved state of the asset. Files placed here are considered production-valid.
Rules
- Only approved versions may exist in
PUBLISH - Each published file must match an approved review cycle in
/_reviews
Authority
- Assets may only be moved or copied into
PUBLISHby:- Art Lead / Art Director
- Or delegated PIC defined per project
Non-Rules
PUBLISHis not a backup folderPUBLISHis not a place for iteration or WIP
Approval Traceability (Recommended)
For every published asset, at least one of the following must exist:
- A corresponding
[YYYYMMDD]_[STAGECODE]_feedbackfolder indicating approval - A signed-off feedback file (PDF or annotated image)
If it’s not in
_reviews, it’s not approved.
10. Common Do & Don’t
Do
- Match file name with asset folder name
- Use English, no spaces, use _underscores_between_naming_codes.
- Use UPPERCASE or PascalCase or consistently
Don’t
- Use personal initials in file names
- Use ambiguous terms ("test", "new", "fix")
- Store final work only in WIP folder
- Bloat WIP folder
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