We’ve already looked at the runtime and processing layers of asset management, now we’re ready to look at the most involved and complex layer – the content layer.
This is the layer where the content producers – artists, level designers, sound artists, anyone who creates game content truly interfaces with the game engine. At this level we’re not just dealing with runtime data – we need to manage digital content creation (DCC) tool data, such as PhotoShop PSD files, Maya files, etc. In addition to custom data types produced from in-house tools or game engines.
This layer is all about how content creators use and interact with data and the game engine. The key components of this layer are:
- Asset tracking and versioning
- Tool integration and workflow