Hello, I'm currently creating audio assets to make available in the asset store and I came across a few questions regarding how the assets should be named. Most sound packs in the asset store are organized in various folders. For instance, a UI sound pack might have various SFX audio files inside multiple folders named as "button", "open", "close", "access denied", "menu", "alert". However, some SFX can be hard to categorize and can have various applications. A click SFX can be categorized as menu, pick up ammo, or anything else. Also, when navigating across multiple folders looking for a specific sound can be a laborious and time consuming task. Nowadays sound libraries more targeted for sound designers than to game developers are all adapting the Universal Category System as the naming convention. In the case of a UI sound pack the naming would be something like this: UIClick_metal_impact UIClick_bell_hit UIBeep_Alert_Warning UIBeep_Sensor_Bleep UIGlitch_Malfunction_Flicker The "UI" is the category and "Click" "Beep" or "Glitch" the category ID followed by a description of the sound. I wonder if for game developers this naming convention would make sense. With this naming convention one have to think about the nature of the sound we are looking for and only then think about its specificities. Also, all the audio files are inside only one folder so when looking for a specific sound, we first need to find the category and then search horizontally instead of looking inside various folders. What are your thought on this? Thanks for your help.