[OrderNumber]_[SceneName]_[OptionalQualifier]
Examples:
00_Bootstrap
01_MainMenu
05_IntroCavern
10_Loading
50_AwakeningCutscene
97_WaterShaderTest
99_JankyPuzzle_WIP
Use a two-digit number (00
–99
) to define when the scene appears in the game's flow or its purpose.
Number Range | Purpose |
---|---|
00 |
Core system boot/startup scenes |
01–09 |
Menus and UI |
10–49 |
Main gameplay levels or missions |
50–79 |
Cinematics, side quests, bonus levels |
80–89 |
Ending, credits, epilogues |
90–98 |
Development, experimental, sandbox |
99 |
Temporary, WIP, or throwaway scenes |
Scenes still under construction, used for prototypes, tests, or idea sketching should:
- Start with
97–99
to clearly mark them as non-final - Include
_WIP
,_Test
, or_Dev
as a suffix - Keep names specific so collaborators know the intent
Scene Name | Purpose |
---|---|
97_PathfindingTest |
Prototype scene testing AI pathing |
98_CombatRoom_WIP |
Early draft of a combat encounter |
99_SillyIdeasRoom |
Just messing around |
99_HatPhysics_Test |
Fun experiment with hat mechanics |
💡 Tip: Move old or broken experiments to a
Scenes/Archive/
folder and optionally prefix withZZ_
to exclude them from builds.
- Use PascalCase (e.g.,
DockingBay
,FinalBossRoom
) - Be concise but descriptive
- Use optional suffixes as needed
Suffix | Use Case |
---|---|
_V1 , _V2 |
Different versions or iterations |
_WIP |
Work-in-progress scene |
_Test |
Isolated mechanic or system test |
_Alt |
Alternate version |
_Debug |
Debugging tools or visualizers |
Use numbered prefixes to maintain clear load order, and suffixes to keep track of experiments, dev scenes, and versions. This system helps teams stay organized and makes scene flow obvious at a glance.