JE - Asset Pipeline Research NotesGeneral structure:

3 Main sections.
- Art (for us this would be the place where all blender or maya files would be)
- Inter (All exports that will be loaded into unreal)
- Game (the Unreal project itself)
Some thoughts about this:
- “Art” and “Inter” are comparable to the “work” and “publish” directory of Shotgrid. Maybe we should stay with those terms for consistency reasons (at least on the BabyGiant site, as there probably won’t be a Shotgrid pipeline on the Dark Bay site).
- Mike Erwin (speaker in the video) recommends putting all of those folders into one single repository. The advantage of this is that one can always go back “to the project as it was 2 weeks ago” without the need to make sure that different repositories must be consistent for a certain time in the past.
- The repository could get realy heavy in size overall.
- But to play the game one [node] only would need to check out the Game-part of the repo, as all other files are not needed.
Folder structure + naming conventions
Example folder structure for discussion: The work directory heavily builds upon the babygiant structure.

BabyGiant - Dark Bay transfer ideas
- Babygiant could keep their ART/(work) folder inside their standard pipeline. This would prevent data redundency and sync problems. The Art folder would then be only versioned by Shotgrid, and the Inter and Game folder would then be only versioned by Perforce
- Should the art folder always be synced from BGH to DB? What happens if Dark Bay changes something on an asset and we can’t keep track on our end.
- Maybe we could make an “Art files” package at the end of a project, instead of this being a part of the repo from the beginning. This could also safe space on the repo.
- Syncing of Inter und Game shouldn’t be a problem.

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