Cutscene and cue file naming¶
A consistent filename tells you which project, which scene, which cue, where you are in the pipeline, and which revision you are looking at—without opening the file. The convention below is tuned for Night of the Meteor cutscene and scene music work (MuseScore grids/sketches, MIDI where used, and WAV exports). If the music or engine lead publishes a different schema for a specific delivery, follow that for finals; this page remains the day-to-day working standard.
Created: 2026-03-22. Last updated: 2026-03-23.
Filename template¶
[GAME]_[SCENE]_[CUE]_[STAGE]_B[##]_v[##](_EXP[##])(_TAG).ext
Use ASCII only in names: letters, digits, _, and (if needed) -. Avoid spaces. Optional parts are in parentheses: omit them when they do not apply.
Unknown parameters¶
If you do not yet have a value for a segment—common early on when there is no final scene list, no cue numbering, or no agreed scene/cue IDs—leave that segment out of the filename. Do not invent placeholders such as TBD, UNKNOWN, XX, or temporary numbers you may have to rename later.
Keep one underscore between each segment you actually use (no doubled __ from “empty” fields). When official IDs exist, add them and rename files in one pass so the folder stays consistent.
Example (game and pipeline position known; scene/cue list not locked yet):
NOTM_02_GRID_B01_v01.mscz
Example (working title for the cue, still no SC## / CUE##):
NOTM_SandyLetMeOut_02_GRID_B01_v01.mscz
Required segments for a given handoff may still be defined by the music lead (for example finals might always need SCENE and CUE). Until then, omit what is unknown.
What each part means¶
| Part | Role | Examples |
|---|---|---|
| GAME | Short project code | NOTM |
| SCENE | Scene identifier | SC06 |
| CUE | Cue within the scene (name or id) | SandyLetMeOut, CUE01 |
| STAGE | Fixed pipeline step (see below) | 02_GRID, 07_MIX |
| B## | Branch / base timeline | B01, B02 |
| v## | Iteration on the same branch | v01, v02 |
| _EXP## | Export take (optional, usually audio) | _EXP01, _EXP02 |
| _TAG | Short human-readable label (optional) | _syncFix, _altEnding, _IMPL |
| ext | File type | .mscz, .mscx, .mid, .wav, … |
Pipeline stages (fixed set)¶
Use these numeric prefixes so folders sort in process order:
| Stage token | Typical use |
|---|---|
01_TIMING |
Timing / structure pass |
02_GRID |
Grid / framework in MuseScore |
03_SKETCH |
Sketch / draft arrangement |
04_DEMO |
Demo-quality render for review |
05_COMPOSE |
Composition-focused revision |
06_SOUND |
Sound design / production elements |
07_MIX |
Mix |
08_MASTER |
Master / final-ready export |
Branch B## vs version v##¶
- New
B##when the foundation changes: timing, structure, or layout shifts enough that older files are no longer the “same timeline.” Example: after a rebuilt grid, go fromB01toB02and reset iteration atv01. - New
v##when you refine on the same foundation: edits, fixes, polish—same structural intent, better execution.
Optional _EXP##¶
Use when you export multiple renders from the same logical version (different bounces, quick A/B exports, stem variants). Not required for a single obvious export per v##.
Optional _TAG¶
Short, ASCII suffix for intent: _IMPL for implementation-ready, _syncFix after picture sync, _altEnding for alternates. Keep tags short and consistent within a scene so filenames stay scannable.
Extensions¶
| Extension | Typical stage |
|---|---|
.mscz |
02_GRID, 03_SKETCH (MuseScore compressed; common default save) |
.mscx |
02_GRID, 03_SKETCH (MuseScore uncompressed) |
.mid |
05_COMPOSE (if MIDI is in scope) |
.mp3 |
Quick listens / WIP shares (prefer WAV for agreed pipeline finals—see formats) |
.wav |
04_DEMO through 08_MASTER (and any staged audio) |
Examples¶
These names follow cutscene 6 (lab / Sandy — let me out of here). A messy real folder might use spaces, Cutscene_6, v1 instead of v01, or mixed extensions; below is the same work, normalized to this convention (SC06, SandyLetMeOut, two-digit B/v, underscores only).
Timing notes (plain text or spreadsheet exports—still use B/v when you iterate):
NOTM_SC06_SandyLetMeOut_01_TIMING_B02_v01.txt
Grid in MuseScore, plus a quick MP3 listen (same logical version for score and bounce):
NOTM_SC06_SandyLetMeOut_02_GRID_B01_v01.mscz
NOTM_SC06_SandyLetMeOut_02_GRID_B01_v01.mp3
Rebuilt grid (new foundation after timing/structure change—B steps up, v resets):
NOTM_SC06_SandyLetMeOut_02_GRID_B02_v01.mscz
Sketch stage (MP3 iterations, score caught up to one of them):
NOTM_SC06_SandyLetMeOut_03_SKETCH_B01_v01.mp3
NOTM_SC06_SandyLetMeOut_03_SKETCH_B01_v02.mp3
NOTM_SC06_SandyLetMeOut_03_SKETCH_B01_v02.mscz
NOTM_SC06_SandyLetMeOut_03_SKETCH_B01_v03.mp3
Multiple WAV renders of the same version (optional _EXP##):
NOTM_SC06_SandyLetMeOut_03_SKETCH_B01_v02_EXP01.wav
NOTM_SC06_SandyLetMeOut_03_SKETCH_B01_v02_EXP02.wav
Later pipeline (illustrative—branch B02 carried forward):
NOTM_SC06_SandyLetMeOut_04_DEMO_B02_v03_IMPL.wav
NOTM_SC06_SandyLetMeOut_06_SOUND_B02_v02.wav
NOTM_SC06_SandyLetMeOut_07_MIX_B02_v01.wav
NOTM_SC06_SandyLetMeOut_08_MASTER_B02_v01.wav
(If you use a tag, keep the underscore: the template uses _IMPL as _TAG, e.g. ..._v03_IMPL.wav.)
Rules in short¶
- Stages are fixed — always one of
01_TIMING…08_MASTER; do not invent new stage tokens without team agreement. B##= new foundation — bump when timing or structure changes make the old branch obsolete for comparison.v##= iteration — bump for refinements on the same branch.- Unknown segment → omit — if scene, cue, or any other piece is not defined yet, drop it from the name (see Unknown parameters above); no fake IDs or placeholders.
Mental model: Stage = where you are in the pipeline; B = which timeline; v = how far along that timeline; EXP = which export from that version.
Related pages¶
- File formats & specs — WAV/OGG expectations, loops, loudness.
- Production pipeline — WIP handoff and review.
- Technical setup — DAW and version habits.