Skill Game Dev →

Game Asset Naming

Enforce consistent naming conventions for game assets scene/prefab/script/sprite/…

A naming-convention enforcement system for Unity 6 game assets: sprites, prefabs, scenes, scripts, animation clips, audio, materials, and tiles. It defines a strict prefix-and-pattern grammar (char_, env_, tile_, prop_, ui_, fx_ and more) and enforces it through three layers: a Unity import-time validator, a pre-commit hook, and CI lint. This kills naming drift that breaks search, spawns duplicate assets, and corrupts Addressables catalogs.

$15 one-time
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Prices include 20% VAT. · Forged on real agency work · one-time, no lock-in

  • Type Skill
  • Category Game Dev
  • Delivery Email · instant
  • License One-time
Run preview
forgehouse, game-asset-naming

Inside the run · no black box

See the actual work before you buy it.

Badly named assets get caught three times: at import by an AssetPostprocessor, at commit by a pre-commit lint, and again in CI. Renames migrate references through a 30-day alias instead of breaking scenes.

  1. Seeds the convention first: a category prefix table (char_, env_, tile_, prop_, ui_, fx_, audio_sfx_...) plus the full pattern prefix_entity_variant_direction_frame, all lowercase ASCII, with C# scripts as the single PascalCase exception.
  2. Validates at import time: the AssetNamingValidator AssetPostprocessor checks every new asset against per-folder regexes (sprites, prefabs, scenes each have their own) and logs an explicit error with the expected format. ThirdParty and Packages folders are exempt by design.
  3. Re-checks on move and rename: OnPostprocessAllAssets re-validates moved assets, so a correctly named file dragged into the wrong category folder (env_tree.png inside Characters) is caught immediately.
  4. Blocks at commit: the pre-commit lint script walks git's staged added files, matches them against the same regexes, and exits 2 with the violation list, so a bad name never lands in history. CI repeats the same lint on the pull request as the third net.
  5. Handles renames without breaking references: instead of renaming in place, the old asset stays as a 30-day alias while all scene references migrate to the new name, then the old one is deleted.
  6. Sweeps the anti-pattern list on existing projects: mixed case, spaces, Turkish or Unicode characters, version numbers and dates baked into filenames, and ambiguous abbreviations all get flagged for migration.
Use cases · what happens when you plug it in

One power source. 6 lines out.

game-asset-naming · core

core active · 6 lines

  1. Seeding a naming convention at the start of a new Unity project

    ✓ seeding a naming convent…
  2. Catching badly named sprites and prefabs before they reach a commit

    ✓ catching badly named spr…
  3. Standardizing character, tile, animation, and scene naming patterns

    ✓ standardizing character,…
  4. Preventing duplicate assets caused by inconsistent naming

    ✓ preventing duplicate ass…
  5. Onboarding new artists and developers with a readable naming reference

    ✓ onboarding new artists and
  6. Blocking Unicode, spaces, and mixed-case filenames that break cross-platform builds

    ✓ blocking unicode, spaces
Benefits · what you walk away with

Yours to keep.

Drag time forward. Watch what stays.

Forever

That's what owning means.

The rented stack

ai writing tool: subscription

expired · access lost

analytics suite: subscription

expired · access lost

design platform: subscription

expired · access lost

(nothing left)

Your forge

  1. Find any asset in seconds via prefix filters instead of scanning manually

    license: perpetual
  2. Eliminate duplicate assets and the bundle bloat they cause on mobile

    license: perpetual
  3. Catch naming violations at import, commit, and CI: three layers, nothing slips through

    license: perpetual
  4. Cut new-developer onboarding time with names that read at a glance

    license: perpetual

subscriptions expire · deeds don't

What's included · the full manifest

Everything in the box.

Pick a piece up. Watch it work.

Prefix taxonomy mapping each category to its folder and example name

part 01 of 06 · in the box

6 parts · one working system · ships instantly by email

Who it's for

This wasn't forged for everyone.

  • Not for you if you'd rather rent a tool than own one.
  • Not for you if you want someone else to run your stack.
  • Not for you if you're happy guessing.
Still here? Good.

Unity game developers and technical artists on teams who need a searchable, collision-free asset library that scales past thousands of files.

then this was forged for you.

Works with

Universal by design: these run in any AI. Delivered in the open Agent Skills + MCP format (native in Claude); ChatGPT, Gemini, Cursor and Copilot adapt the same files their own way.

  • Claude Native format
  • ChatGPT Adapts via open standards
  • Gemini Adapts via open standards
  • Cursor Adapts via open standards
  • Copilot Adapts via open standards
Questions · still in the air

Catch what's on your mind.

the air is clear. nothing between you and the forge.
catch a spark: the forge will answer

  1. Can I adopt this mid-project, or only on a fresh Unity repo?

    You can seed it mid-project and the validator will catch new violations from that point, but renaming an existing library is manual migration work. It is cheapest at project start and still worth it later, just with more cleanup up front.

  2. Won't strict naming rules just slow my team down?

    The grammar is what makes a large asset library searchable and free of name collisions, and the import-time check catches mistakes before they reach a commit. It saves more time hunting and renaming later than it costs to follow up front.

  3. Does it organize my folders or manage the asset content?

    No, it governs names and patterns, the char_, tile_ and prop_ grammar, not your folder structure or what the assets contain. It makes the library searchable, it does not author or arrange the assets.

  4. How is it delivered?

    By email right after purchase: ready to run, downloaded instantly, no setup wait.

  5. One-time or subscription?

    A one-time purchase; no subscription or hidden fees. VAT (20%) is included.

  6. Can I get a refund?

    As a digital product, it can’t be refunded once downloaded. That’s why we show exactly what’s inside and who it’s for, right here.