Recently I've been revisiting the texture naming convention currently in use, and I'm at a bit of a crossroads. While this has barely any impact on the end user (modding/asset extraction aside), it has a huge impact on UX. Currently used naming scheme allows for quick identification while consisting of only three…
truisms: - No naming convention is perfect or future proof - Every naming convention becomes worthless the moment you allow any flexibility - Nobody should ever name a file manually - especially artists Variations on this pattern have served me well enough over the last 15-20 years for every asset type I've encountered…
I'd agree with leniency, which is the case. Though it's a personal preference as well to stick to the conventions, at least when assembling final containers. That's how I end up training new hires, at least. Intermediate/test spaces aren't regulated, and we often use full names there, but the final containers end up…
The UX issue is that the recognition of contained data, as well as automation of compression and import. Before multiple standards were introduced, this naming convention covered all the bases it had to. The people interfacing with it is basically anyone from the art department to the systems department. Naturally, the…
I'd try to better define the question. What exactly is the UX problem? Like specifically, who is interfacing with this system, what are they trying to do, and how does the current system cause them a problem? Short of very specific issue to fix I'd just go with long names and write a user help guide that can be referenced.…
When it comes to shared projects, I think you'll find the path of least resistance will yield the best results; by using terms and language your teammates use. I think a naming convention should be simple enough to replicate at a glance. I'd advise to task ownership of the convention to a leader, at preproduction, and do…
You may want to consider not storing metadata in file names at all. Instead use GUIDs and associate those to a database containing all your metadata. As you’ve found, trying to store data in filenames will inevitably get unwieldy at scale. So don’t. This solves your UX problem since you’re not letting users rename things…