Game Development Reference
In-Depth Information
root
common
obj name
FBX
MAX
PSD
TGA
map name
obj name
FBX
MAX
PSD
TGA
obj name
FBX
MAX
PSD
TGA
Figure 2-5. The complete folder structure of the project, also with the common tree
Avoid using linked references to other projects, as this practice usually creates confusion, even though it might
save on disk space (which really isn't a big problem anymore).
Naming Conventions
When naming files, I usually use a system that includes the name of the asset and a prefix indicating the name of the
map to which it belongs. You can choose the number of characters to use; my advice is do not overdo it and be as brief
as possible without having too many restrictions. Since most projects contain a vast amount of assets, in order to avoid
a “wall of text” effect, it's very important to maintain a very short, easy-to-read naming convention. A prefix with a
length of 3-5 characters is ideal.
 
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