Naming conventions
How game projects name assets and folders; Epic's recommended prefixes, Allar's community UE style guide, Unity's and Godot's advice, texture suffixes, collision names and folder structure, with the points where the guides disagree.
A naming convention is a shared rule for what assets and folders are called. Epic's documentation gives the reason in one sentence: an early, common convention makes it "easier for you and your team to locate files and prevent potential conflicts or ambiguity" (Unreal Engine 5.8 Documentation: Recommended Asset Naming Conventions in…).
Names also have technical functions. Engines find collision meshes and import options by name, and some operating systems treat Rock.png and rock.png as different files.
#The common pattern
Epic recommends this pattern for Unreal projects (Unreal Engine 5.8 Documentation: Recommended Asset Naming Conventions in…):
[AssetTypePrefix]_[AssetName]_[Descriptor]_[OptionalVariantLetterOrNumber]
- The prefix "identifies the type of Asset".
- The descriptor "provides additional context for the Asset, to help identify how it is used", for example whether a texture is a normal map or an opacity map.
- The variant is "optionally used to differentiate between multiple versions or variations of an asset" (Unreal Engine 5.8 Documentation: Recommended Asset Naming Conventions in…).
The community Gamemakin UE Style Guide by Michael Allar uses almost the same order: Prefix_BaseAssetName_Variant_Suffix (GitHub: Gamemakin UE Style Guide).
Epic's motivating example is a folder called "Soldier" holding a Blueprint, a texture and a model that all have "Soldier" in their names (Unreal Engine 5.8 Documentation: Recommended Asset Naming Conventions in…). Without prefixes you cannot tell them apart in a search.
#Prefixes
Epic's table (a sample; Epic adds that the list "is not exhaustive, as new features can require new Asset types") (Unreal Engine 5.8 Documentation: Recommended Asset Naming Conventions in…):
| Asset type | Epic prefix | Allar's guide |
|---|---|---|
| Static mesh | SM_ |
S_ ("Many use SM_. We use S_.") (GitHub) |
| Skeletal mesh | SK_ |
|
| Material | M_ |
M_ |
| Material instance | MI_ |
MI_ |
| Texture | T_ |
T_ |
| Blueprint | BP_ |
BP_ |
#Texture suffixes
Allar's guide lists single-letter texture suffixes (GitHub: Gamemakin UE Style Guide):
| Suffix | Map |
|---|---|
_D |
Diffuse, albedo or base colour |
_N |
Normal |
_R |
Roughness |
_A |
Alpha or opacity |
_O |
Ambient occlusion |
_B |
Bump |
_E |
Emissive |
_M |
Mask, and also Metallic in the same list |
_S |
Specular |
Allar's list gives _M for both mask and metallic (GitHub: Gamemakin UE Style Guide). Pick one meaning per project and write it down. For packed maps, see channel packing.
#Engine-specific import prefixes and suffixes
These names change how the engine imports a mesh, so they are requirements rather than style choices:
- Unreal:
UBX_,UCP_,USP_,UCX_prefixes mark box, capsule, sphere and convex collision inside an FBX (Epic Developer Community documentation: FBX Static Mesh Pipeline in Unreal Engine). - Godot:
-col,-convcol,-colonlyand-convcolonlysuffixes on node names create collision on import (Godot Engine documentation: Node type customization using name suffixes).
See collision meshes and the export checklist.
#Letters, spaces and case
All the guides agree on the basics:
- No spaces. Allar: "Never Use Spaces" (GitHub: Gamemakin UE Style Guide). Unity: "Don't use spaces in file and folder names", because its command-line tools have trouble with them (unity.com: Best practices for organizing your Unity…).
- No special characters. Allar: "Never Use Unicode Characters And Other Symbols"; a character called Zoë gets a folder called
Zoe(GitHub: Gamemakin UE Style Guide). - Case. Godot recommends "snake_case for folder and file names (with the exception of C# scripts)" because "Linux distributions use a case-sensitive filesystem by default" and Godot's exported PCK filesystem is case-sensitive too (Godot documentation: Project organization). Godot uses PascalCase for node names, "as this matches built-in node casing" (Godot documentation: Project organization). Unity suggests CamelCase as the alternative to spaces (unity.com: Best practices for organizing your Unity…).
#Folder structure
| Guide | Advice |
|---|---|
| Allar (Unreal) | "All of a project's assets should exist in a folder named after the project" (GitHub) |
| Unity | "Avoid extra folders at the root level"; keep content in the Assets folder; "Keep your internal assets separate from third-party ones"; use a separate folder for experiments (unity.com) |
| Godot | Keep assets as close to the scenes that use them as possible, for example /characters/player/ and /levels/riverdale/ (Godot documentation) |
Unity adds a version-control warning: moving assets between folders looks to many systems like deleting one file and adding another, so define the structure early (unity.com: Best practices for organizing your Unity…). See source control for artists.
#Common mistakes
- Names that only make sense to you.
final_v2_new.fbxtells nobody what it is. - Changing conventions halfway. Rename everything at once or not at all (unity.com: Best practices for organizing your Unity…).
- Collision names that don't match.
UCX_crate_01will not attach toSM_Crate_01(Epic Developer Community documentation: FBX Static Mesh Pipeline in Unreal Engine). - Mixed case on a cross-platform team. A file that works on Windows can break on Linux or in an exported Godot build (Godot documentation: Project organization).
#Further reading and watching
References
- · Recommended Asset Naming Conventions in Unreal Engine projects · Unreal Engine 5.8 Documentation, 2026 · docs · accessed 2026-10-21
- · Gamemakin UE Style Guide (Allar/ue5-style-guide) · GitHub, 2026 · web · accessed 2026-10-21
- · FBX Static Mesh Pipeline in Unreal Engine · Epic Developer Community documentation, 2026 · docs · accessed 2026-10-21
- · Node type customization using name suffixes · Godot Engine documentation (source on GitHub), 2026 · docs · accessed 2026-10-21
- · Best practices for organizing your Unity project · unity.com, 2026 · article · accessed 2026-10-21
- · Project organization (documentation source) · Godot documentation (GitHub), 2026 · docs · accessed 2026-10-21
Pages that link here
- The game asset pipeline Topic
- Roles in 3D game production Topic
- Texture file formats Reference
- Export checklist Guide
- The high-to-low workflow Topic
- Baking Topic
- Bake groups and exploded bakes Key term
- Master materials and instances Topic
- Material layers and Substrate Topic
- The technical artist Topic
- Source control for artists Topic
- Art bibles and style guides Reference
Last updated 2026-10-22