One name. No ambiguity. Every time.

Naming Conventions

Asset codes, shot IDs, department tokens, versioning, and the WIP vs publish split.
Section03
Asset types9
Departments24
Version

Every file on this production follows the same naming structure. No exceptions, no shortcuts.
A consistent name tells you exactly what a file is, who owns it, and where it lives in the pipeline without opening it.
When in doubt, ask in Discord before you invent your own convention.

Ground Rules

Always Follow These#

01

Lowercase only

All tokens are lowercase. Asset names use PascalCase for readability. No spaces, no special characters, no accents. Use _ as the only separator between tokens.
02

Version always three digits

Always v001, never v1 or v01. Never skip versions. Every meaningful save is a new version, even if it's just a small change.
03

Never overwrite

Never save over an existing version. Increment the number. If something breaks you must be able to step back to any point in the history without asking someone.
04

Asset names come from production

You do not invent asset names. Scion, Rhea, Io, RustGorge are assigned. If the asset doesn't have a name yet, ask before you create the file.
05

Usernames on WIP only

Your 3–4 letter initials go on every WIP save. Published and delivered files have no username. The pipeline knows who published from metadata, not the filename.
06

One file per task per department

Don't merge departments into one file. A lighting file doesn't contain comp adjustments. Keep department tokens honest. If a task crosses departments, it needs two files.
Terminology

Department vs Task#

Two words, not interchangeable. Use the right one.

A department is a category of work in the studio pipeline — one per code in this document (mdl, cfx, lgt, etc.). There is one mdl department on the show, one cfx, one lgt. It is the catalog.

A task is an instance of a department applied to a specific asset or shot. "Scion's modeling" is a task in the mdl department. "sh0010's lighting" is a task in the lgt department. Producers assign tasks, not departments.

Specific clarifications worth restating:
A

Muscle is a task in cfx

Not a separate department. Same for cloth setup, hair simulation rig — all are tasks filed under the cfx catalog entry.
B

A task always has a scope

Asset, shot, or editorial. 7 codes are asset-only (cncpt mdl dtl tex shd rig grm), 12 are shot-only, 3 are shared (anim cfx fx), 2 are editorial-only (edt sfx).
C

UI labels say "Task"

Anywhere a tool invites you to schedule, assign, approve, or comment on work, the noun is task. The catalog stays "Department"; the action stays "Task".
D

Same code, different work (shared)

cfx at asset = build sim setup; at shot = execute and produce caches. fx at asset = reusable FX tied to an asset; at shot = per-shot FX. anim at asset = baked loops; at shot = per-shot performance.
Structure 01
Asset Scope

Asset Files#

Asset files cover everything that is built, not shot. Characters, environments, props, and vehicles.
The structure moves from broad to specific: what kind of asset, which asset, which department, which version, whose WIP.
Asset filename anatomy
TYPE_AssetName_dept_v001_usr.ext
TYPEAsset type prefix — CHR, ENV, PRO, VHC
AssetNameProduction-assigned name, PascalCase
deptDepartment token — mdl, tex, shd, rig…
v001Three-digit version number
usrYour 3–4 letter initials — WIP only, omit on publish
Example
CHR_Scion_mdl_v003_csp.ma
Character, Scion, modeling, WIP v3 by Cristian
Token

Asset Type Codes

CHR
Character
Hero and secondary humanoid characters. Scion, Rhea, Io.
CRT
Creature
Non-humanoid creatures — monsters, aliens, animals. Same departments as CHR apply.
ENV
Environment
Whole worlds and locations — Gaussian Splat scenes, hero geometry, HDRI. The 10 named environments live here.
BLD
Building
Standalone architectural assets that get instanced or shared across environments.
PRO
Prop
Hand-held or scene-dressing objects. Not a character, not architecture.
WPN
Weapon
Combat items. Separated from PRO because they typically need rigging and per-shot animation.
VHC
Vehicle
Cars, ships, drones, mechanical rigs that require their own pipeline track.
DMP
Digital Matte Painting
2D backgrounds, sky cards, AI-generated establishing shots, set extensions.
FX
FX Element
Reusable asset-level FX setups — destruction rigs, fire libraries authored against the asset, not a specific shot.

Editorial deliverables — no type prefix

Note: Editorial deliverables (Teaser, Trailer, FullCut) do NOT use a type prefix. They follow a simpler pattern DeliverableName_dept_vNNN[_usr].ext — see "Editorial Department Codes" below. The context (top-level editorial/ folder) makes the type unambiguous without a prefix.
Token

Asset Department Codes

cncpt
Concept Art
Photoshop
ComfyUI
Visual development, character and environment designs, colour keys, mood boards. First deliverable in the asset pipeline.
mdl
Modeling
Maya
CC5
Base mesh, retopology, hero geo.
dtl
Detailing / Sculpting
ZBrush
High-frequency surface detail. Displacement and normal source before baking.
tex
Texturing
Substance
PBR maps. Delivered image maps add the map-type token before the user with an optional UDIM tile. Source files (.spp) keep the plain format. See "Texture Maps" below.
shd
Shading / Lookdev
UE
Maya
Material setup and lookdev sign-off.
rig
Rigging
AccuRig
CC5
Maya
Skeleton setup, controls, weights.
cfx
Creature FX
Maya
Houdini
CFX setup files, cloth sim rigs, muscle systems, secondary motion.
grm
Grooming
Maya
Houdini
Hair, fur, beard, eyebrows, lashes and all groom-based geometry.
Not in use at this time
fx
FX
EmberGen
LiquiGen
Houdini
Asset-level FX setup, destruction, fire rigs, particle emitters.
anim
Animation
iClone
Maya
UE
Loop cycles and library performances built against an asset, not a specific shot.
Asset Filename Examples
CHR_Scion_mdl_v003_csp.ma
Character, Scion, modeling, WIP v3 by Cristian
CHR_Scion_tex_v001_csp.spp
Texturing source file (no map type) — plain format, WIP v1 by Cristian
CHR_Scion_tex_v003_RGH_csp.1001.png
Texture roughness map, UDIM tile 1001, WIP v3 by Cristian
CHR_Scion_tex_v003_ORM.<UDIM>.png
Packed ORM (AO/Rough/Metal), full UDIM set, Published v3
ENV_RustGorge_shd_v002_gio.uasset
Environment, Rust Gorge, shading, WIP v2 by Giorgio
CHR_Rhea_rig_v004.ma
Character, Rhea, rigging, published v4
PRO_ContainerA_mdl_v001.fbx
Prop, Container A, modeling, published v1

Texture Maps (tex deliverables)

Delivered image maps carry the PBR map-type token right before the user initials, with an optional UDIM tile: TYPE_Name_tex_vNNN_MAP[_usr][.UDIM].ext
DIFF — Base colour / albedo
SSS — Subsurface scattering
NRM — Normal (OpenGL, green-up)
THICK — Thickness
MTL — Metallic
TRANSM — Transmission (glass)
RGH — Roughness
COAT — Clearcoat
DISP — Displacement
CAV — Cavity
AO — Ambient occlusion
EMI — Emissive
ORM — Packed AO/Rough/Metal
OPAC — Opacity / alpha
HGT — Height
MASK# — Numbered ID / utility mask
UDIM = a 4–5 digit tile ≥ 1001, or a literal .<UDIM> placeholder for a whole set. Normal maps are OpenGL (green-up) by convention. Texturing source/project files (.spp, .mra, .psd) carry no map type and keep the plain format.

Drive folder slug rule

The asset name token (PascalCase, e.g. RustGorge) is used verbatim inside filenames. For Drive folder paths, the same name has its first letter lowercased: RustGorge → rustGorge/  ·  BurialSea → burialSea/  ·  Scion → scion/
Asset names never contain articles and never contain spaces.

Asset master files (_master) — under consideration, NOT in use

A master would be a stable, version-less file that shot scenes reference — CHR_Rhea_master.ma rather than a specific vNNN. Do not use this on Thresholds yet. The convention is blocked on a real approval gate in PXLflow. Until then, shot scenes reference explicit vNNN publishes, and PXLflow will correctly reject a _master filename. Recorded in the Production Bible §6.6.
Structure 02
Shot Scope

Shot Files#

Shot files are tied to a specific sequence and shot number, both assigned by production before work begins.
You do not create sequence or shot codes. If your shot doesn't have a code yet, wait for it.
Shot filename anatomy
SEQXXX_shXXXX_dept_v001_usr.ext
SEQXXXSequence number — assigned by production, increments by 10
shXXXXShot number within the sequence — increments by 10 to leave room
deptDepartment token for this file
v001Three-digit version number
usrInitials — WIP only, omit on publish
Example
SEQ010_sh0050_anim_v002_csp.ma
Seq 10 / Shot 50, animation, WIP v2 by Cristian
Token

Shot Department Codes

mm
Matchmove
Nuke
Camera and object tracking against the plate.
Full-CG production — not active on Thresholds
ra
Rotoanim
Nuke
Maya
Rotoscoped animation rigs matching CG to actor performance on a plate.
Full-CG production — not active on Thresholds
roto
Rotoscoping
Nuke
Mattes and isolation passes on the plate.
Full-CG production — not active on Thresholds
lay
Layout
UE
Maya
Shot camera blocking, scene assembly, action staging in 3D.
set
Set Dressing
UE
Houdini
Per-shot set dressing pass — populate environment with props, vegetation, debris.
ue
Unreal Scene
UE
Per-shot Unreal scene assembly — collecting layout + set dressing + characters into a renderable scene.
anim
Animation
iClone
Maya
UE
Performance and motion for a specific shot.
cfx
Creature FX
Maya
Houdini
UE
Shot-level execution of cloth, hair, muscle, secondary motion sims.
fx
FX
EmberGen
Houdini
UE
Per-shot effects — fire, smoke, debris, water, destruction. A single shot can carry multiple fx tasks.
crowd
Crowd
Houdini
Crowd simulation. Distinct from fx because tools and rate-cards differ.
lgt
Lighting
Maya
Houdini
UE
Shot lighting, light rig per shot, render setup.
dmp
DMP
Nuke
UE
3D-projected matte painting pass — integrating a DMP asset into the shot.
enh
Enhancement
ComfyUI
ComfyUI AI enhancement pass. Workflow JSON plus output EXRs.
comp
Compositing
Nuke
Multi-pass composite assembly and shot finishing.
grd
Grading
DaVinci
Per-shot review grade. Rare — final grade lives in editorial. Used when an individual shot needs its own grade pass during dailies.

Scope clarification — edt, sfx, and grd

Note: edt and sfx are NOT shot dept codes. Editing and Sound happen at the project level under editorial/ — see "Editorial Department Codes" below. grd exists at BOTH shot and editorial scope — same code, different work (shot = review grade; editorial = master grade).
Shot Filename Examples
SEQ010_sh0050_anim_v002_csp.ma
Seq 10 / Shot 50, animation, WIP v2 by Cristian
SEQ010_sh0050_lgt_v003_gio.uproject
Seq 10 / Shot 50, lighting, WIP v3 by Giorgio
SEQ010_sh0050_enh_v001_csp.json
Seq 10 / Shot 50, ComfyUI enhancement workflow, WIP v1 by Cristian
SEQ010_sh0050_comp_v005_csp.nk
Seq 10 / Shot 50, compositing, WIP v5 by Cristian
SEQ010_sh0050_comp_v005.nk
Seq 10 / Shot 50, compositing, published v5
SEQ010_sh0050_enh_v003.exr
Seq 10 / Shot 50, AI enhancement output, published v3
Structure 03
Editorial

Editorial Department Codes#

Editorial is a project-level department, not a shot department. It owns assembled deliverables (teaser, trailer, full cut) and contains three sub-departments. Files live at editorial/<deliverable>/<dept>/<vNNN>/{output,sources}/.
Editorial filename anatomy — no type prefix
DeliverableName_dept_v001_usr.ext
DeliverableNameProduction-assigned PascalCase name — Teaser, Trailer, FullCut
deptEditorial sub-department — edt, grd, or sfx
v001Three-digit version — each dept versions independently
usrInitials — WIP only
Token

Editorial Department Codes

edt
Editing
Premiere
DaVinci
Cut assembly, timing, offline edit. Project files (.prproj / .drp), interchange (EDL/XML/AAF), exported reference cuts.
grd
Grading
DaVinci
Final colour grade and delivery output. DaVinci Resolve project files (.drp), graded master exports.
sfx
Sound
ElevenLabs
Sound design, mix, music. Audio masters (.wav), session files (.aaf), bounced stems.
Editorial Filename Examples
Teaser_edt_v003_csp.prproj
Teaser, editing dept, WIP v3 Premiere project by Cristian
Teaser_grd_v002.drp
Teaser, grading, published v2 DaVinci project
Trailer_sfx_v001_gio.aaf
Trailer, sound, WIP v1 AAF mix by Giorgio
FullCut_edt_v007.mp4
Full cut, editing, published v7 reference export
The Split

WIP vs Publish#

Every file on this production is either a work-in-progress save or a published deliverable. They live in different folders and follow slightly different naming rules.
Never put a WIP file in the publish folder. Never publish without incrementing the version.
WIP Save

CHR_Scion_mdl_v003_csp.ma

  • Your initials are at the end, before the extension
  • Lives in your personal WIP folder for that asset or shot
  • You can have as many versions as you need
  • Nobody else is expected to open your WIP files
  • Clean up old WIP versions at the end of each milestone, keep the last three
Published

CHR_Scion_mdl_v003.ma

  • No username. The filename is clean and unambiguous
  • Lives in the shared publish folder for that asset or shot
  • Every department downstream depends on this file
  • Never overwrite a published version, increment it
  • Only publish when the work is reviewed and approved
Identifiers

User Codes#

Every crew member is assigned a 3 or 4 letter code at the start of production. Your code is permanent for this show — it goes on every WIP file you touch.
If you haven't been assigned a code, ask the VFX Supervisor before creating any files.
Code

Current Crew Codes

csp
Cristian Spagnuolo
VFX / CG Supervisor
gio
Giorgio Iovino
Director / Creative Director
ast
Arran Stamper
Producer
???
Your code here
Assigned at onboarding by the VFX Supervisor