Raw Art Asset Foldering & File Naming Convention
Status: Draft
Owner: FSKU Art Department
Audience: Art Teams (Internal & External)
Last Updated: 20260120
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,.ma,.psd,.spp,.ztl) - 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]/
/_brief/
/_review/
/_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
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/ -> terrain data, lookdev data, or anything high level regarding env assets
/ENV_[BiomeName]/
/ModularKit/ -> 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. Asset Development Stages (Locked Vocabulary)
To keep folder names readable while aligning with industry-recognized shorthand (including Unreal Engine standards), the following stage vocabularies and codes are locked.
| Stage Folder | Stage Code | Meaning |
|---|---|---|
| CONCEPT | CPT | Concept art, visual exploration |
| STATIC | SM | Static mesh development (model, sculpt, textures), Static image (illustration, icon) |
| ANIMATION | SK | Skeletal mesh, rigging, skinning, animation clips |
| VFX | VFX | Asset-specific visual effects |
| 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 | CPT | SM | SK | VFX |
|---|---|---|---|---|---|
| Characters | ✓ | ✓ | ✓ | ✓ | ✓ |
| Props | ✓ | ✓ | ✓ | △ | △ |
| Environments | ✓ | ✓ | ✓ | △ | ✓ |
| UIs | ✓ | ✓ | ✓ | ✕ | △ |
| Cinematics | ✓ | ✓ | ✓ | ✓ | ✓ |
| Marketings | ✓ | ✓ | ✓ | △ | △ |
Legend
- ✓ = Standard / expected stage
- △ = Optional, asset-dependent
- ✕ = Not applicable
7. Asset-Level Folder Structure
/[ASSET_NAME]/
/REFERENCES/
/CONCEPT/
/STATIC/
/ANIMATION/
/VFX/
/REVIEWS/
/WORK/
/PUBLISH/
Folder Intent
- REFERENCES → Briefs, paintovers, moodboards, external refs
- CONCEPT → Concept art, exploration, silhouettes, color keys
- STATIC → Static asset development (model, sculpt, textures)
- ANIMATION → Rig, skinning, animation clips
- VFX → Asset-specific visual effects (if applicable)
- REVIEWS → Time-based progress previews and feedback records
- WORK → Misc WIP, temporary or cross-stage files
- PUBLISH → Approved handoff files per stage
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
- Written feedback (PDF, TXT, MD)
- Call notes or screenshots from review tools
Example
/REVIEWS/
/20260120_SM_update/
ASTRA_HeroKnight_SM_turntable.mp4
ASTRA_HeroKnight_SM_view01.png
/20260121_SM_feedback/
ASTRA_HeroKnight_SM_feedback_v01.pdf
Feedback File Naming Hint (Recommended)
[PROJECT]_[ASSET]_[STAGECODE]_feedback_v##.[ext]
Suggested Best Practices
-
Use one update folder per milestone or 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:
20260120_SM_update_a- `20260120_SM_update_b``
8. File Naming Convention (General Format)
[PROJECT]_[ASSET]_[ASSET_TYPE]_[STAGECODE]_[DESC]_[VERSION]
Example
ASTRA_HeroKnight_Characters_STA_Model_v03.blend
### Field Definitions
- **PROJECT** → 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** → CON / STA / ANI / VFX / REF / WRK / PUB
- **VERSION** → `v01`, `v02`, `v03`, etc.
*(Exact abbreviations to be finalized)*
---
## 9. Versioning Rules (Draft)
- Always increment version numbers, never overwrite
- Use two-digit versions: `v01`, `v02`, `v10`
- Do **not** use `final`, `final2`, `latest`, etc.
- Published files must reference a specific version
---
## 9.1 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`
- Reference a specific version number
- Correspond to a clear development stage (CPT / SM / SK / VFX)
### Authority
- Assets may only be moved or copied into `PUBLISH` by:
- Art Lead / Art Director
- Or delegated owner defined per project
### Non-Rules
- `PUBLISH` is **not** a backup folder
- `PUBLISH` is **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]_feedback` folder indicating approval
- A signed-off feedback file (PDF or annotated image)
> If it’s not in **REVIEWS**, it’s not approved.
---
## 10. Naming Examples by Asset Type
### Character – Modeling
ASTRA_HeroKnight_Char_Model_v05.blend
### Prop – Texture
ASTRA_BarrelA_Prop_Texture_v02.spp
### UI – Screen Design
ASTRA_Inventory_UI_Screen_v04.psd
---
## 11. Common Do & Don’t
### Do
- Match file name with asset folder name
- Use English, no spaces
- Use PascalCase or snake\_case consistently
### Don’t
- Use personal initials in file names
- Use ambiguous terms ("test", "new", "fix")
- Store final work only in WORK folder
---
## 12. Vendor Delivery Checklist (One-Page)
This checklist must be completed by **external vendors** before any asset delivery or milestone submission. Deliveries that do not meet this checklist may be rejected without review.
---
### 12.1 Folder & Structure Compliance
- [ ] Asset is placed under correct `PROJECT_CODE/ART/RAW/ASSET_TYPE/ASSET_NAME/`
- [ ] Folder structure matches studio standard exactly:
- REFERENCES / CONCEPT / STATIC / ANIMATION / VFX / REVIEWS / WORK / PUBLISH
- [ ] No extra or custom folders added without approval
- [ ] Asset name matches folder name exactly (case-sensitive)
---
### 12.2 File Naming Compliance
- [ ] All files follow naming format:
[PROJECT][ASSET][ASSET_TYPE][STAGECODE][DESC]_[VERSION]
- [ ] Correct **STAGECODE** used (CPT / SM / SK / VFX / REF / WRK / PUB)
- [ ] Version numbers incremented correctly (`v01`, `v02`, etc.)
- [ ] No use of `final`, `latest`, `new`, or personal initials
---
### 12.3 Reviews & Feedback
- [ ] Latest progress preview is submitted under:
/REVIEWS/[YYYYMMDD]_[STAGECODE]_update/
- [ ] Preview includes appropriate media:
- Screenshots / turntables (static)
- Playblast or animation preview (animation)
- [ ] All received feedback is stored under:
/REVIEWS/[YYYYMMDD]_[STAGECODE]_feedback/
- [ ] No feedback or approvals are referenced only via chat or email
---
### 12.4 Publish Folder Rules (Critical)
- [ ] `PUBLISH` contains **only approved files**
- [ ] Each published file:
- References a specific version number
- Matches an approved review cycle
- Uses correct STAGECODE
- [ ] No WIP, test, or backup files exist in `PUBLISH`
- [ ] Vendor has **not self-approved** files unless explicitly authorized
---
### 12.5 Content & Technical Hygiene
- [ ] No broken links, missing textures, or external file dependencies
- [ ] Scene files are clean (no unused test meshes, cameras, lights)
- [ ] Scale, orientation, and unit setup follow project brief
- [ ] Texture sources are included where applicable
---
### 12.6 Final Confirmation (Required)
Before submission, vendor must confirm:
- [ ] All checklist items above are completed
- [ ] Delivery reflects **latest approved feedback only**
- [ ] No additional changes are pending or hidden
> **Reminder:** Assets that do not comply with this checklist may be returned without review or payment delay may apply depending on contract.
---
## 13. Open Questions / To Be Defined
- Final asset naming grammar (singular/plural, numbering)
- Engine-export folder structure alignment
- Automated validation possibilities for vendors
---
**Next Step:** Iterate section-by-section and lock rules once agreed by Art Direction, Tech Art, and Production.