I’m part of a small development team with a handful of coders and some of artists and level designers. We are currently not sure how to organize our content efficiently and it would be nice if someone experienced in managing a bigger project like this could give us some hints. Most of our environment artists are also level designers and each one of us has his specific maps that only he is working on. We would like to share our created assets (textures, models, materials, blueprints, etc.) with the team so they can be reused in each others maps. We also have a huge size of assets like base textures or sounds, that nobody knows if they will end up in the final game and file sizes quickly go into the terabytes. What’s the most efficient way of organizing a project like this? How does epic tackle this?
Our idea was to use an svn repository and only upload content that someone uses in one of his maps. However we can’t be sure that those assets stay in the map in the final version, they might get switched for some other asset and our repository might end up with a lot of files that are not used. When compiling a release candidate of the game, how do we make sure nothing is included that we didn’t use? Also, into how many packages should we split our assets? Create one package for each map that includes textures, materials, models, etc. or create a package for textures and another one for materials, etc. no matter in which map they are used?
It would be helpful if someone experienced in the game industry could shed light on how to manage a project like.