Skip to main content

Game Folder Structure - WIP

This is the guide on how to name things, where to put them, and over-all how we intend to organize the project files.

Considerations

The game project's file structure should achieve several key things:

  • Organize multiple repositories into folder structures that can co-exist.
    • One directory for the Godot project, a separate directory for the art source files that are created outside of the engine.
    • These directories will each be a Git repository and should conform to the hyphenated naming convention.
    • These names should make sense in and out of context, the top-level folder name should make sense when viewed as a tab in a Git GUI e.g:
      • example-game 
      • example-art-source
      • example-audio-source
    • Splitting the repositories avoids having to sync large amounts of irrelevant content for your role on the project:
      • Programmers / Dev Ops / Build Bots should only need to sync the example-game repository.
      • Artists / Animators can sync example-art-source along side the example-game repository.
      • Musicians / Foley Artists can sync example-audio-source along side the example-game repository.
    • The folder structures should work without using Git sub-modules, since sub-modules add a lot of complexity and confusion without really adding value.
  • The folder structures in these directories should mimic each other 1:1
  • Tools and pipelines should be able to export / import content by simply swapping the root, e.g:
    • example-art-source/art_assets/characters/main_character/main_character_diffuse.png
    • |--->example-game/art_assets/characters/main_character/main_character_diffuse.png
  • Ship-able game content should be the only thing going into the Godot project resource folder in the game repo.
  • Art source content from tools like Blender, Gimp, Krita, etc... should be kept in the art-source repo.
  • Music production files for a DAW should be kept in the audio-source repo.

Naming Conventions

  • The repositories should use lowercase-hyphenated-case
  • Files and folders should use snake_case unless otherwise required by third-party tools or conventions for the specific file e.g. README.md
  • No spaces in file names.

Compromises

No folder structure is perfect, but this structure should lead to the fewest problems. Here is a list of known compromises we've decided to accept:

Top level folder names repeat the game's name even though they are already inside of a top-level folder named after the game:

  • example
    • example-game
    • example-art-source
    • example-audio-source

       

While this introduces redundancy, folders don't cost anything, so this is okay.

Some intermediate sub-folders are empty and seem to be useless, but they keep the hierarchies between directories in perfect sync. For instance, example-art-source may never end up with content directly inside of it, most if not all content will be inside of its first sub-folder art_assets  i.e. example-art-source/art_assets/ This is on purpose, since it ensures the game content is at the same hierarchical indentation level to the source content, making pipelines and paths extremely easy to work with; just swap the root and you're done!

You aught have a directory on your computer for "BUGJam" projects. You can place this anywhere on your computer with a few considerations:

  • Do not sync this directory with OneDrive, iCloud, Google Drive, or any other backup tool, this will break the Git repositories inside the folder since these services interfere with Git.
  • Don't nest the folder too deep so you avoid file name length issues:
    • Good (Windows style path): C:\Users\xgreer\Projects\BUGJam
    • Good (MacOS / Linux): /home/xgreer/Projects/BUGJam
    • Bad: /home/xgreer/Projects/Extra Projects/Seattle Blender User Group/Game Projects/BUGJam

Within the BUGJam directory there will be folders for each BUGJam project. For a project called 'Genesis' we will have a project folder called 'genesis' that serves as the root for all content necessary to develop the game.

File Tree Structure Example

BUGJam <!-- Top-level folder for the entire studio. -->
├── logo <!-- Example of other stuff for the studio that is not directly related to the game. -->
└── genesis <!-- Top-level folder for the game. -->
  ├── genesis-art-source <!-- Repository for large art content, stored outside of the Godot project. -->
  │ └── art_assets
  │   └── characters
  │     ├── main_character
  │     │ ├── animations
  │     │ │ └── idle.blend
  │     │ ├── main_character_diffuse.png
  │     │ └── main_character_rig.blend
  │     └── monster
  │       ├── animations
  │       │ └── walk.blend
  │       ├── monster_diffuse.png
  │       └── monster_rig.blend
  ├── genesis-audio-source <!-- Repository for large audio content, stored outside of the Godot project. -->
  │ └── audio_assets
  │   ├── dialogue
  │   ├── music
  │   └── sound_effects
  └── genesis-game <!-- This is the Godot root for resources: 'res://' -->
    ├── addons <!-- Godot plugins -->
    ├── art_assets <!-- A 1:1 mirrored file structure with the genesis-art-source repository. -->
    │ ├── characters
    │ │ ├── bouncermain_character
    │ │ │ ├── bouncer.glbmain_character_rig.gltf <!-- Model file -->
    │ │ │ ├── bouncer.glb.main_character_rig.gltf.import <!-- Import settings and UID -->
    │ │ │ ├── main_character_rig.bin <!-- Binary data for the model file -->
    │ │ │ ├── main_character_diffuse.png <!-- Texture -->
    │ │ │ ├── main_character_diffuse.png.import <!-- Import settings and UID -->
    │ │ │ └── bouncer_diffuse.pngm_main_character.tres <!-- Material -->
    │ │ └── gentlemanmonster
    │ │   ├── gentleman_0.glbmonster_rig.gltf <!-- Model file -->
    │ │   ├── gentleman_0.glb.monster_rig.gltf.import <!-- Import settings and UID -->
    │ │   ├── gentleman_1.glbmonster_rig.bin <!-- Binary data for the model file -->
    │ │   ├── gentleman_1.glb.import
    │ │   ├── gentleman_2.glb
    │ │   ├── gentleman_2.glb.import
    │ │   ├── gentleman_3.glb
    │ │   ├── gentleman_3.glb.import
    │ │   ├── gentleman_color_mask.png
    │ │   ├── gentleman_color_mask.png.import
    │ │   ├── gentleman_diffuse.monster_diffuse.png <!-- Texture -->
    │ │   ├── gentleman_diffuse.png.import <!-- Import settings and UID -->
    │ │   └── m_gentleman.m_monster.tres <!-- Material -->
    │ ├── common
    │ │ └── textures
    │ │   └── blue_noise_64.png
    │ ├── environment
    │ │ └── wall.glbgltf
    │ └── puzzle_elements <!-- Core puzzle elements for designing levels. -->
    │   ├── cake
    │   │ └── [...]
    │   ├── door
    │   │ └── [...]
    │   └── door
    │     └── [...]
    ├── audio_assets <!-- A 1:1 mirrored file structure with the genesis-audio-source repository. -->
    │ ├── dialogue
    │ ├── music
    │ └── sound_effects
    ├── entities <!-- Complete assets that are ready to drag and drop into a level. -->
    │ ├── characters
    │ │ ├── bouncer.tscn
    │ │ └── gentleman.tscn
    │ ├── environment <!-- Stuff without direct gameplay mechanics. -->
    │ │ ├── lamp_post.tscn
    │ │ ├── rock.tscn
    │ │ └── wall.tscn
    │ ├── level_packs <!-- Data assets that organize levels into packs. -->
    │ │ ├── christmas_levels.gd
    │ │ ├── world1.gd
    │ │ └── world2.gd
    │ └── puzzle_elements <!-- Core puzzle elements for designing levels. -->
    │   ├── button.tscn
    │   ├── cake.tscn
    │   ├── exit_door.tscn
    │   ├── player_start.tscn
    │   └── pusher.tscn
    ├── levels <!-- Playable levels. -->
    │ ├── intro_stairs.tscn
    │ ├── intro_treadmill.tscn
    │ └── intro_welcome_to_the_club.tscn
    ├── scripts
    │ └── player.gd
    ├── shaders
    │ └── iris.gdshader
    ├── ui
    │ └── icons.png
    ├── .gitignore
    ├── icon.png
    ├── project.godot <!-- Main Godot project file -->
    └── README.md