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Game Folder Structure

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.
All directories should be plural:
    "characters" not "character" "environments" not "environment"

    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. -->
    ├── genesis <!-- Top-level folder that contains all repositories 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
    │   │ │ ├── main_character
    │   │ │ │ ├── m_main_character.tres <!-- Material -->
    │   │ │ │ ├── main_character_diffuse.png <!-- Texture -->
    │   │ │ │ ├── main_character_diffuse.png.import <!-- Import settings and UID -->
    │   │ │ │ ├── main_character_rig.bin <!-- Binary data for the model file -->
    │   │ │ │ ├── main_character_rig.gltf <!-- Model file -->
    │   │ │ │ └── main_character_rig.gltf.import <!-- Import settings and UID -->
    │   │ │ └── monster
    │   │ │   ├── m_monster.tres <!-- Material -->
    │   │ │   ├── monster_diffuse.png <!-- Texture -->
    │   │ │   ├── monster_rig.bin <!-- Binary data for the model file -->
    │   │ │   ├── monster_rig.gltf <!-- Model file -->
    │   │ │   └── monster_rig.gltf.import <!-- Import settings and UID -->
    │   │ ├── common
    │   │ │ └── textures
    │   │ │   └── blue_noise_64.png
    │   │ ├── environments
    │   │ │ ├── rock
    │   │ │ │ └── [...]
    │   │ │ └── wall
    │   │ │   └── [...]
    │   │ └── interactables <!-- Core puzzle elements for designing levels. -->
    │   │   ├── coin
    │   │   │ └── [...]
    │   │   └── 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
    │   │ │ ├── main_character.tscn
    │   │ │ └── monster.tscn
    │   │ ├── environments <!-- Stuff without direct gameplay mechanics. -->
    │   │ │ ├── rock.tscn
    │   │ │ └── wall.tscn
    │   │ └── puzzle_elements <!-- Core puzzle elements for designing levels. -->
    │   │   ├── button.tscn
    │   │   └── pusher.tscn
    │   ├── levels <!-- Playable levels. -->
    │   │ ├── level_packs <!-- Data assets that organize levels into packs. -->
    │   │ │ ├── world1.gd
    │   │ │ └── world2.gd
    │   │ ├── epilogue.tscn
    │   │ ├── intro.tscn
    │   │ └── open_world.tscn
    │   ├── scripts
    │   │ └── player.gd
    │   ├── shaders
    │   │ └── iris.gdshader
    │   ├── ui
    │   │ └── icons.png
    │   ├── .gitignore
    │   ├── icon.png
    │   ├── project.godot <!-- Main Godot project file -->
    │   └── README.md
    └── logo <!-- Example of other stuff for the studio that is not directly related to the game. -->