An overview of Pre-Production considerations for linear content creators.
https://dev.epicgames.com/community/learning/courses/r1M/unreal-engine-technical-guide-to-linear-content-creation-pre-production
I noticed the Slay project has folders names that go against the referenced style guide.
2.6 Do Not Create Folders Called Assets
or AssetTypes
2.6.1 Creating a folder named Assets
is redundant
Hi Soulice,
Thanks for pointing out the observation that the Slay project does not strictly adhere naming style guide reference.
Even though the Slay project was sanctioned by Epic, it is truely a product of Mold3D (the team behind Slay). Epic simply offered support and advice along the way. The project in the Marketplace is the same project that was rendered to deliver the final animated short.
This is true of most example projects that we post made by 3rd parties - Epic attempts to have a hands off or minimalist approach modifying the projects or content of 3rd party example projects before releasing it to the Marketplace. We hope that by having a minimalist approach to modifying them ( warts and all ), it gives our users a true glimpse into how the production or project was accomplished as well as insight into how it all came together.
I would still encourage everyone to use the referenced style guide for naming on all of their current and future projects.
Thank you so much for this!
It’s my first time to properly dive into organizing my projects by adhering to industry standards.
And your overview was everything I needed to understand the concept ^-^