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[PR-Git-2021] How to use Git for day-to-day operation
đź“‚ **Agate GDD** In This Article: Overview Purpose This procedure shows you the procedure for Git in day-to-day activities Applicability/Scope This standard applies to all crew that use git in their day-to-day workflow Prerequisites Read about Git Standards:...
[PR-Keystore-2018] Keystore Google (2018-2022)
This SOP was enforced to prevent lost of keystore from necro project that needs to be updated. Copy keystore from NAS in: AgateStudio/Private/Keystore/user.keystore đź’ˇ To access NAS, please refer to this guide. The directory access is limited to specific ...
[PR-Keystore-2023] Keystore Google (2023-Now)
đź“‚ **Agate GDD** In This Article: Overview This document will give you explanation about how to fill setup keystore for your project. Purpose This SOP was enforced to prevent lost of keystore from necro project that needs to be updated. Applicability/Scope T...
[PR-Production-2022] How to Setup Repository
đź“‚ **Agate GDD** In This Article: Overview Purpose This procedure shows you how to setup repository when starting a quest Applicability/Scope This procedure is applicable to all EB quest Prerequisites Responsibilities Producer: responsible to request rep...
[PR-Production-2023] How to Get Project Repository
đź“‚ **Agate GDD** In This Article: Overview Purpose This procedure shows you how to get repository when starting a quest. Applicability/Scope This procedure is applicable to all FullSKU quest. Prerequisites Responsibilities Producer: Responsible to requ...
[S-Git-001] Project Repository Group Structure & Project Repository Naming Convention
đź“‚ **Agate GDD** In this article: Overview Our Git convention name is enforced to make cost reporting, grouping, and searching easier. For example, this approach will make sure that every cost in infrastructure such as server labeled the same as the finance ...
[S-Git-002] Git Branching Standardization
📂 **Agate GDD** In this article: Standard Brief Our Git Branching standard is enforced to ensures consistent workflow every time. Uniformed and standardized approach will help save time, simplify things, and prevent any confusion in your quest’s day-to-day ...
[S-Production-001] General Naming Convention
đź“‚ **Agate GDD** In this article: Overview In the intricate world of game development, where diverse talents collaborate to craft interactive experiences, the enforcement of a general naming standard proves indispensable. These standards establish a shared l...
[S-Unreal-001] Unreal Standardization Terminology
đź“‚ **Agate GDD** In this article: Overview The Terminology section serves as a vital reference within this document, designed to enhance clarity and facilitate effective communication. It contains definitions, explanations, and context for the key terms, abb...
[S-Unreal-002] Unreal Asset Naming Convention
đź“‚ **Agate GDD** In this article: Overview In the multifaceted realm of game development, where artistic creativity and technical precision intertwine, asset naming conventions emerge as the linchpin of a seamless and productive collaboration. These conventi...
[S-Unreal-003] Unreal Folder Structure & Naming Convention
đź“‚ **Agate GDD** In this article: Overview In the intricate tapestry of game development, where artists, programmers, game designers, producers, and various talents converge to create immersive experiences, an organized and standardized folder structure and ...
[S-Unreal-004] Textures Standardization
đź“‚ **Agate GDD** In this article: Overview In the dynamic landscape of game development, where artists, programmers, game designers, producers, and more collaborate to craft captivating worlds, texture standardization plays a pivotal role in ensuring a seaml...
[S-Unreal-005] Static Meshes Standardization
📂 **Agate GDD** In this article: Overview In the intricate realm of game development, where an array of talents—artists, programmers, game designers, producers, and more—collaborate to construct interactive worlds, the standardization of static meshes stand...
[S-Unreal-006] Skeletal Meshes Standardization
📂 **Agate GDD** In this article: Overview Our [NAME] Standard is enforced for [Purpose of standard] Paragraph summarizing policy for quick info to the reader if they are reading the right doc Scope This standardization cover the Unreal Style Guideline abou...
[S-Unreal-007] Media Standardization
đź“‚ **Agate GDD** In this article: Overview Within the intricate realm of game development, where a diverse array of professionals - from artists to programmers to game designers - collaborate to craft immersive experiences, media standardization emerges as a...
[S-Unreal-008] Niagara Particle System Standardization
đź“‚ **Agate GDD** In this article: Overview In the dynamic and collaborative world of game development, where artists, programmers, game designers, producers, and more join forces to create captivating experiences, the standardization of particle effects emer...
[S-Unreal-009] Maps Standardization
đź“‚ **Agate GDD** 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 de...
[S-Unreal-010] Blueprint Standardization
đź“‚ **Agate GDD** In this article: Overview In the dynamic realm of Unreal Engine game development, where artists, programmers, game designers, producers, and more collaborate to shape interactive experiences, blueprint standardization emerges as a fundamenta...
[S-Unreal-011] C++ Standardization
📂 **Agate GDD** In this article: Overview This section will focus on Blueprint classes and their internals. When possible, style rules conform to Epic's Coding Standard. ⚠️ Please notes that C++ standardization is different with Blueprint standardization—t...
[S-Unreal] Unreal Style Guidelines
đź“‚ **Agate GDD** In this article: Overview [G-Production-001] Principles [S-Unreal-001] Terminology [S-Unreal-002] Asset Naming Convention [S-Unreal-003] Folder Structure & Naming Convention [S-Unreal-004] Textures Standardization [S-Unreal-005] Static ...