After a week of struggling on our look and feel of paper, we felt the sudden urge of getting our naming convention down. Not really, but Professor Tony asked us that we use a naming convention for all our assets and textures, and we were forced to do it.
But after being forced, it came to light that how important naming convention can be to a project. Having a good naming convention can actually increase the work flow of all members on a team. It helps to save a bunch of time searching for one specific item. Like say you were to search for a tree asset in our folder without a naming convention? it would be like scrolling down a long and really long list of all our assets, with a chance of actually skipping over it? But, with a naming convention you can easily group and sort stuff. So it would be a 3d prop which is a tree. Now scrolling down a list of sorted assets is a lot quicker and easier.
We started on working on our naming convention, and with the critique of Tian, we ended up with a naming convention for our project. Our naming convention covers up how to properly name a model and various texture maps that can easily and quickly be recognized by other artists within the team. At first, our naming convention was quite lengthy, we had different file versions, date completed, work percentage (model , uv , texture ) all within our naming convention as well as the name of the asset. We quickly noticed the flaw, and simplified our naming convention.
A good naming convention even helps the Level designer a lot. The level designer can then quickly and efficiently look up textures or meshes to import into the game world, without having to waste much time. Also the way unity works it is also a much smarter move to have a simple and meaningful naming convention. All in all the use of a naming convention really speeds up workflow for everyone on the team. "Just a little time spent into naming can save so much more time in searching." This has been my new motto lately.
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