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Asset Rules

Asset Discipline

Andromeda should stay small and asset-disciplined. The game should earn its production value through strong direction, lighting, UI, audio, and object design rather than a large volume of imported assets.

Repository Rules

Commit only assets that are actually used by the playable project or are intentionally part of near-term development.

Do not commit:

  • unused marketplace pack dumps
  • raw AI image batches
  • video captures
  • packaged builds
  • temporary Blender/Krita experiments
  • large unused source files
  • reference libraries

External Working Folders

Keep source/reference/evaluation material outside the Git repo where practical.

Suggested local layout:

I:\GameDev\
  Andromeda\
  AndromedaAssetSource\
  AndromedaReferences\
  AndromedaBuilds\
  UEAssetEvaluation\

Marketplace and Fab Assets

Do not import entire marketplace packs directly into Andromeda unless the pack is small and intentionally becomes core project content.

Preferred workflow:

  1. Import or test the asset in a separate evaluation project.
  2. Identify the specific meshes, materials, sounds, or textures needed.
  3. Migrate only selected assets into Andromeda.
  4. Place project-specific migrated assets under Content/Andromeda.
  5. Commit only assets that are used or immediately planned.

Content Folder Policy

Long-term project content should live under:

Content/Andromeda/

Template assets may remain in their original folders during early development. Remove unused template variants later in a deliberate cleanup commit.

Naming

Prefer Unreal-style asset prefixes:

  • BP_ for Blueprint classes
  • WBP_ for Widget Blueprints
  • DA_ for Data Assets
  • DT_ for Data Tables
  • SM_ for Static Meshes
  • SK_ for Skeletal Meshes
  • M_ for Materials
  • MI_ for Material Instances
  • T_ for Textures
  • S_ for Sounds
  • NS_ for Niagara Systems

Names should describe game purpose, not only appearance. For example, prefer BP_DamagedReactorCoil over BP_Cylinder01.