Naming strategy: problem: often we want to find things easily by searching solution: use guessable and consistent naming conventions if you always name things the same sort of way, you'll have a better idea of what to search for problem: many computer systems (and programming) differentiate between upper and lower case. Often there reasons that artists won't understand. solution: all art and content is lowercase only problem: sometimes we have names that more than one word solution: use underscores crazy_drawing giant_monster apple_computer problem: sometimes we want to seperate parts of the name and know that that separation is different from seperating words with spaces solution: use double underscores joe_crawford__giant_monster__udk author__name_of_thing__type_of_thing note that you don't always need authors name, it's usually enough to say name_of_thing__type_of_thing is usually enough Sometimes you need more sections, if so, that's fine. Repeat the same pattern. problem: we want to know what something is for quickly, just by looking at the name, the file extension isn't enough. solution: using a section in a name solves this problem Put the type, what it's used for, in the name, at the end, like a file extention this works really well for folder that are software specific projects, every folder doesn't always have to be named like this. A maya project: giant_monster__maya With two underscore and maya at the end, even if this folder is moved, or copied elsewhere, it's obvious that it is a maya project. A udk project: joecc__giant_monster__udk This has udk at the end to signify that it is a udk project, meant to go in the "Content" folder. Also, since there are other folders in the content folder, and your projects should be unique and sort alphebetically together, put a common prefix in front (your name or initials work well, that's why I used joecc in the above example) for individual assets, we already know they are part of a udk project because they are inside, the folder, or inside the package (which is itself in a folder) thus, descriptive name and type is usually enough we can also include a section on how it will be used descriptive_name__usage__type_of_thing.extension udk will drop the extension completely, so the .tga or .fbx gets removed automatically in the examples below asset_name__diff__tex.tga asset_name__emis__tex.tga asset_name__spec__tex.tga asset_name__norm__tex.tga asset_name__mesh.fbx asset_name__skelmesh.fbx asset_name__animset asset_name__running__anim.fbx asset_name__jumping__anim.fbx asset_name__shooting__anim.fbx etc... It should be noted that the animset shown above is not a file in a folder, it's an asset in udk, and is inside a packaqe, however, we still name it the same way, though it doesn't an extension since UDK doesn't use file extension inside packages. for_udk or src_udk folder a place to put the files you will export from your working software and import into udk