[OrderNumber]_[SceneName]_[OptionalQualifier]
Examples:
00_Bootstrap01_MainMenu05_IntroCavern10_Loading50_AwakeningCutscene97_WaterShaderTest99_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
97–99to clearly mark them as non-final - Include
_WIP,_Test, or_Devas 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.