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:
- Import or test the asset in a separate evaluation project.
- Identify the specific meshes, materials, sounds, or textures needed.
- Migrate only selected assets into Andromeda.
- Place project-specific migrated assets under
Content/Andromeda. - Commit only assets that are used or immediately planned.
Content Folder Policy¶
Long-term project content should live under:
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 classesWBP_for Widget BlueprintsDA_for Data AssetsDT_for Data TablesSM_for Static MeshesSK_for Skeletal MeshesM_for MaterialsMI_for Material InstancesT_for TexturesS_for SoundsNS_for Niagara Systems
Names should describe game purpose, not only appearance. For example, prefer BP_DamagedReactorCoil over BP_Cylinder01.