BP doc - folder structures

Purpose: 

The purpose of this document is to define what directory structures for Art Source files across Studio projects should look like. And possible how that may influence how art is stored in the game development folder structure. However, collaboration will need to take place with Design and Tech groups to ensure the folder structure convention will work for discipline specific use. 

What are art source files: 

  • Files that Engineering and Design will not need to touch. Only artists should have to download Art Source files from source control. 

  • Files that come from DCCs like Maya or Photoshop 

  • Files that are used to create texture files like Zbrush files 

  • Files that are used to create models like Marvelous Designer files 

  • Files that come out of DCCs and are imported into the development environment like FBX files 

  • Concepts 

  • Audio source files 

Why have a standardized folder structure for Art: 

  • It is quicker for a project to ramp up if the project uses a known and familiar folder structure 

  • It is easier for artists to transition onto or across projects if there is a known and familiar folder structure 

  • Projects need a defined folder structure to ensure maintainability and cleanliness

  • When our studio works with contractors it is important to have an organized folder structure that everyone can work in 

Variation: 

Not all studio projects will be able to use the same folder structure. Different projects have different needs. However, all projects should be able to use a folder structure that shares common guidelines and philosophy. As different projects will have different needs it will be important to set aside time at the beginning of a project to look at project needs and determine how best to use Studio guidelines to meet them. 

Game Directory Structures:

Ideally the game engine folder structure and the Art Source folder structure will mirror each other. This may not be possible in all cases but it is something to talk to the Tech group and engineers on your project about. 

Hard Drive space and syncing time: 

All art source will be checked into source control. Due to hard drive space and syncing times we will have to come up with solutions for very large file types. From my experience with P4 it is trivial to set up exclusions but for projects using other source control options will need to be explored. 

The model centric structure: 

The parent folder for art source assets will be named ‘ArtSrc’. All folders at the base of ArtSrc folders will be defined by the discipline of the artist who will work in that folder. Users should avoid clutter in the ArtSource root. These folder would most probably include: 

  • UI 

  • VFX 

  • Environment 

  • Character 

  • Audio 

Most generic projects Art Source would look something like this: 

|-- ProjectName 

     |-- ArtSrc 

          |-- Character 

          |-- Environment 

          |-- VFX 

          |--Audio 

          |-- UI 

The model centric structure is based on the idea that as much of the source art related to a specific game asset will live inside of that assets folder. In a generic example if you have a Trebuchet game asset. All of the art source for the Trebuchet will live in the Trebuchet folder (see later note on VFX and Audio). Its materials will live in a Material folder, Its models will live in a Models folder and its animation will live in an Anims folder. In this example the Trebuchet lives in the Environment folder: 

|-- ProjectName 

     |-- ArtSrc 

          |-- Environment

               |-- Trebuchet 

                    |-- Anims 

                    |-- Materials 

                         |-- Baked 

                         |-- Textures 

               |-- Models 

               |-- Rigs 

If you had a game with several siege weapons used as environment props you may want to have a Weapons folder: 

|-- ProjectName 

     |-- ArtSrc 

          |-- Environment 

               |-- SiegeWeapons 

                    |-- Trebuchet 

                         |-- Anims 

                         |-- Materials 

                         |-- Model 

                         |-- Rig 

                    |-- Catapult 

                    |-- Ballista 

                    |-- BatteringRam 

                    |-- SiegeTower

...Like the Weapons folder above the same could be done for Vehicles or whatever may be needed for the project. 

VFX and UI may stray from the model centric structure and are TBD at this point. VFX are often shared across multiple game assets so it may be necessary to have a more ‘shared’ structure for these assets. 

If a project is Character heavy then you may have to break up the Character folder into smaller bits like:

|--ArtSrc 

     |-- Character 

          |-- NPC 

               |-- Citizen1 

                    |-- Anims 

                    |-- Materials 

                         |-- Baked 

                         |-- Textures 

                    |-- Model 

                    |-- Rig 

                    |-- VO 

               |-- Player 

                    |-- George Washington 

                         |-- Anims 

                         |-- Materials 

                              |-- Baked 

                              |-- Textures 

                         |-- Model 

                         |-- Rig 

                         |-- VO 

          |-- Enemies 

               |-- Bad Guy 01

                    |-- Anims 

                    |-- Materials 

                         |-- Baked 

                         |-- Textures 

                    |-- Model 

                    |-- Rig 

                     |-- VO 

The same is true for all discipline folders. If a project is Environment heavy then you would have to expand sub folders in the Environment folder: 

|--ArtSrc 

     |-- Environment 

          |-- Building 

               |-- EmpireState 

                    |-- Materials 

                    |-- Model 

                    |-- Audio 

               |-- other building 01

                    |-- Materials 

                    |-- Model 

                    |-- Audio 

               |-- other building 02

                    |-- Materials 

                    |-- Model 

                    |-- Audio 

          |-- Foliage 

               |-- pine tree 01

                    |-- Materials 

                    |-- Model 

                    |-- Audio 

          |-- Furniture

               |-- chair 01

                    |-- Materials 

                    |-- Model 

                    |-- Audio 

For a small project you may just need discipline folders that are one level deep 

|--ArtSrc 

     |-- Character 

               |-- George Washington 

                    |-- Anims 

                    |-- Materials 

                    |-- Model 

                    |-- Rig 

                    |-- VO 

     |-- Environment 

          |-- Empire State (Model Name) 

               |-- Materials 

                    |-- Baked 

                    |-- Textures 

               |-- Model 

               |-- VFX