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Merge pull request Allar#9 from akenatsu/fix/link
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Fix/link
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Allar authored Jan 16, 2017
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| Material | M_Rock |
| Material Instance (Snow)| MI_Rock_Snow |

<a name="asset-name-modifiers"></a>
<a name="1.2"></a>
### 1.2 Asset Name Modifiers ![#](https://img.shields.io/badge/lint-supported-green.svg)

When naming an asset use these tables to determine the prefix and suffix to use with an asset's [Base Asset Name](#base-asset-name).
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| Asset Type | Prefix | Suffix | Notes |
| ----------------------- | ---------- | ---------- | -------------------------------- |
| Level / Map | | | [Should be in a folder called Maps.](#2.3) |
| Level / Map | | | [Should be in a folder called Maps.](#2.4) |
| Level (Persistent) | | _P | |
| Level (Audio) | | _Audio | |
| Level (Lighting) | | _Lighting | |
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All of a project's assets should exist in a folder named after the project. For example, if your project is named 'Generic Shooter', _all_ of it's content should exist in `Content/GenericShooter`.

> The `Developers` folder is not for assets that your project relies on and therefore is not project specific. See [2.2](#2.2) for details about this.
> The `Developers` folder is not for assets that your project relies on and therefore is not project specific. See [Developer Folders](#2.3) for details about this.
There are multiple reasons for this approach.

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