Naming Conventions

Maintaining clear naming conventions when building experiences helps with version control.

Clear Naming Conventions

To make sure you can clearly identify each of the experiences and their intended purpose, it is recommended that you use a clear naming convention for your experiences, following this format: PROJECT STATUS [Season Number] Project Name [Project Code]. For example:

  • PROJECT STATUS [S#] Project Name [Project Code]

    • PLACEHOLDER [S1] Tea Farmer Simulator [GM01-001]

This is an example, and you should work with naming conventions that make sense to you and your team. The important outcome is that you can clearly recognise each experience and manage access and version control appropriately.

If you are working across different products then it may be worth creating a separate account for each IP to make sure experiences aren't mislabeled or mishandled.

Naming testing LANDs

You can create more than one experience with the Game Maker to test out different ideas and stress test ASSETS.

Creating different Experiences this way will insulate your key Game Maker builds from experimental work.

These should be named so they are easily identifiable by both yourself or your studio and The Sandbox.

For example:

  • TESTING Behaviour [Season] Project Name [Project Code]

    • TESTING Behaviour [S1] Tea Farmer Simulator [GMF19-001]

  • TESTING Diorama [Season] Project Name [Project Code]

    • TESTING Diorama [S1] Tea Farmer Simulator [GMF19-001]

  • TESTING Asset [Season] Project Name [Project Code]

    • TESTING Asset [S1] Tea Farmer Simulator [GMF19-001]


  • The names should be kept consistent.

  • Special symbols should be avoided in names. They may cause issues.

  • Emojis are not allowed in experience names. They will cause issues.

  • Do not place links/URLs in names.

  • Do not place author details - like "Made by Bob" in names.

  • Names should ideally be in English.

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