[S-Unreal-009] Maps Standardization
In this article:
Overview
Within the intricate domain of game development, where diverse talents - artists, programmers, game designers, producers, and more - unite to create immersive worlds, maps standardization serves as a linchpin for delivering seamless and visually coherent gaming experiences. These standards encompass guidelines for mapping practices, including avoiding visible z-fighting, adhering to naming conventions, and enforcing essential lighting configurations such as building static lighting. By adhering to consistent maps standards, development teams can optimize rendering performance, reduce memory overhead, and enhance the overall visual quality of game environments. These standards provide a shared language among creators, fostering a cohesive and efficient level design process, as well as a harmonious integration of game assets. In the ever-evolving landscape of game development, maps standardization empowers teams to construct visually stunning, technically efficient, and captivating games, ensuring both creators and players embark on an immersive and unforgettable gaming journey.
Scope
This standardization cover the Unreal Style Guideline about how to work in Unreal. This standard applies to all person in in team that work using Unreal Engine.
Technical Director and Art Director was the parties whose in charge in these guidelines. While all of the team member should follow these guidelines, they can ask about the guidelines to the directors or can propose some new guidelines here and there.
Maps Standardization
This section will focus on Level assets and their internals.
[S-Unreal-009.1] No Errors Or Warnings
All levels should load with zero errors or warnings. If a level loads with any errors or warnings, they should be fixed immediately to prevent cascading issues.
You can run a map check on an open level in the editor by using the console command "map check".
Please note: Linter is even more strict on this than the editor is currently, and will catch load errors that the editor will resolve on its own.
[S-Unreal-009.2] Static/Stationary Lighting Should Be Built
It is normal during development for levels to occasionally not have lighting built. When doing a test/internal/shipping build or any build that is to be distributed however, lighting should always be built.
[S-Unreal-009.3] No Player Visible Z Fighting
Levels should not have any z-fighting in all areas visible to the player.
[S-Unreal-009.4] Maps for Preview / Prototype / Vertical Slice
If a project is to be sold on the Unreal Marketplace, it must follow these rules.
[S-Unreal-009.4.1] Overview Level (Asset)
If your project contains assets that should be visualized or demoed, you must have a map within your project that contains the name "Overview".
This overview map, if it is visualizing assets, should be set up according to [Epic's guidelines](http://help.epicgames.com/customer/en/portal/articles/2592186-marketplace-submission-guidelines-preparing-your-assets#Required Levels and Maps).
For example, InteractionComponent_Overview
.
[S-Unreal-009.4.2] Demo Level (Mechanic)
If your project contains assets that should be demoed or come with some sort of tutorial, you must have a map within your project that contains the name "Demo". This level should also contain documentation within it in some form that illustrates how to use your project. See Epic's Content Examples project for good examples on how to do this.
If your project is a gameplay mechanic or other form of system as opposed to an art pack, this can be the same as your "Overview" map.
For example, InteractionComponent_Overview_Demo
, ExplosionKit_Demo
.
Reference
- https://github.com/Allar/ue5-style-guide
- https://www.unrealdirective.com/resource/asset-naming-conventions
- https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/AssetNaming/
Related Pages
[S-Unreal] Unreal Style Guidelines
[G-Production-001] Development Principles
[S-Unreal-001] Unreal Standardization Terminology
[S-Production-001] General Naming Convention
[S-Unreal-002] Unreal Asset Naming Convention
[S-Unreal-003] Unreal Folder Structure & Naming Convention
[S-Unreal-004] Textures Standardization
[S-Unreal-005] Static Meshes Standardization
[S-Unreal-006] Skeletal Meshes Standardization
[S-Unreal-007] Media Standardization
[S-Unreal-008] Niagara Particle System Standardization
[S-Unreal-009] Maps Standardization
No Comments