We all are daunted by finding, managing and implementing resource files. How can a team of artist, designers and coders share in common without the stress?
Model, image, files, codex, texts, notes, sites, dbase, drives. Where is EVERT.THING? Here is a simple naming convention for sharing and finding all your BUILT ( buildings) resources even inside code. Brilliantly simple and practical for the growing Procedural Generation 2D/3D designer and coders too. It is also of use for both 2d/3d level designers of both games and animated cartoons.
Designers are starting to make things by the part so they can keep the environment looking fresh. This is becoming more important as large Game Environments such as cities and towns are random or procedure generated. EVERY.THING is a methodology for naming, storing, referencing and sharing that information. This module is designed for Buildings you/your team create out of parts specifically the Outer part of the building. (See: Image at bottom of page)
Lets presume a model of a house is built in 3d and then stored on a computer or server. Will you remember where it is? Might a copy of it be lost. Where is the backup? Who has the notes on it?
Filed: : built/homes/Villa_Novus_V0001.fbx;
Backup : built.homes.zip
Image Of : built.homes.Villa_Novus_001_A.jpg
Codex : model = Built_Model_Fetch("Homes", "Villa_Nova_V0001");
Getting the picture, the simplicity is endless of Every.Thing is endless: Copyright: MyOwn, WeOwn, YeOwn.
This one page Info-graphic below is all you need to share with a team so everyone knows how to name and find a resource or its related information.
I will be expanding on Every.Thing in the near future. Best wishes to you and your team.