The 3D Handbook
Reference

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.

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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:

See collision meshes and the export checklist.

#Letters, spaces and case

All the guides agree on the basics:

#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

#Further reading and watching

References

  1. Epic Games · Recommended Asset Naming Conventions in Unreal Engine projects · Unreal Engine 5.8 Documentation, 2026 · docs · accessed 2026-10-21
  2. Michael Allar and contributors · Gamemakin UE Style Guide (Allar/ue5-style-guide) · GitHub, 2026 · web · accessed 2026-10-21
  3. Epic Games · FBX Static Mesh Pipeline in Unreal Engine · Epic Developer Community documentation, 2026 · docs · accessed 2026-10-21
  4. Godot Engine contributors · Node type customization using name suffixes · Godot Engine documentation (source on GitHub), 2026 · docs · accessed 2026-10-21
  5. Unity Technologies · Best practices for organizing your Unity project · unity.com, 2026 · article · accessed 2026-10-21
  6. Godot Engine contributors · Project organization (documentation source) · Godot documentation (GitHub), 2026 · docs · accessed 2026-10-21

Last updated 2026-10-22