# Asset Files - File Naming

#### **AssetName\_Type\_STEP.user.version.blend**

**ex: YokoYoshino\_Char\_MODELING.v003.blend**

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/image.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/image.png)

##### Rules:

- No Spaces, use PascalCase to denote word separations
- Keep asset names simple yet unique
- No special characters like +=#^\*&amp;^$()?!
- Underscored '\_' separate items
- Dots '.' denote versions, users, or user tags
- If you can avoid using a last name or second word for the AssetName while keeping it unique, do so.
- Props always start with the name of the character they belong to, if applicable.  
    ex: YokoNecklace\_Prop\_MASTER.blend

##### Possible Types:

- Char = Characters
- Prop = Props that are separate from Characters or Environments. Includes Vehicles.
- Env = Environments
- Fx = Effects
- Ast = Generic Assets that are part of a Library. Usually things like Trees, rocks, road signs, ect. Typically not linked into shot files directly.
- Lib = Library. This file contains several Generic "Ast" Assets.

##### Possible PROGRESS:

- MASTER = The main production file. This file is the only asset file that gets linked into shot files.
- MODELING
- RIGGING = also applies to geometry nodes
- SHADING
- COMP

##### Additional/optional tags:

After the dot '.' at the end of PROGRESS, the user may make notes as to where they left the file or who is working on it.

- ex: Yoko\_Char\_RIGGING.wyatt.v001.blend
- ex: Yoko\_Char\_MODELING.jacketRetopo.blend