Quick answer: Pick a structure on day one and enforce it forever: a clean split between what ships and what doesn't (raw sources live outside the engine's asset folder), top-level organization by asset type or by feature (either works — mixing them is what doesn't), and zero tolerance for 'temp', 'misc', and 'New Folder (2)'. The structure's job is making the right place obvious.

Pick a structure on day one and enforce it forever: a clean split between what ships and what doesn't (raw sources live outside the engine's asset folder), top-level organization by asset type or by feature (either works — mixing them is what doesn't), and zero tolerance for 'temp', 'misc', and 'New Folder (2)'. The structure's job is making the right place obvious. That's the short version — the sections below get into the how, the why, and the mistakes worth dodging.

The boundary that matters most: source vs imported

The single highest-value rule: raw working files (PSDs, Blender scenes, DAW sessions) never live inside the engine's asset directory — engines import and process everything they see, repos bloat, and exports get confused with sources. Keep a parallel /source tree (or separate repo/storage) mirroring the asset structure, so every shipped asset's editable origin is one predictable hop away.

This boundary also cleanly defines what needs which backup and which version-control treatment — sources to LFS or cloud storage, imports to the engine's pipeline.

Type-based vs feature-based: choose, don't blend

Type-based (/sprites, /audio, /scripts) is simple and fits small games. Feature-based (/player, /enemies/goblin — each containing its art, sounds, and code together) scales better: features get added and deleted as units, and everything about the goblin lives in one place. Both work; the failure mode is the hybrid that accretes — some things filed by type, some by feature, every search a coin flip.

Whichever you pick, write it down in a README at the project root with one example path per asset kind. New-contributor onboarding and 3am-you both read that file.

Conventions that prevent the swamp

Naming: pick a casing (snake_case is the safe cross-platform default), prefix or suffix by convention (player_run_01.png), and never encode information only in folder position — files migrate. Prohibitions: no spaces in paths (build scripts will suffer), no 'final_v2_REAL', no /temp that survives a week. Cheap enforcement: a periodic tidy pass attached to milestones, because structure decays by small exceptions.

The payoff compounds quietly: predictable paths make build scripts, asset audits, and 'where is the thing' questions trivial — and they make the project legible to the contractor you'll eventually hire.

Your future self is a stranger — leave notes

Six months from now you will not remember why that magic number is 0.73 or which scene is safe to delete. Project knowledge that lives only in your head evaporates on contact with a break, a jam, or a day job crunch.

Keep one running NOTES file: decisions made, things that look unused but aren't, how to do the fiddly release steps. Five minutes of writing per week buys you days of re-discovery later.

Boring tools are a superpower

Every hour spent fighting your own pipeline is an hour not spent on the game. The goal of tooling isn't sophistication — it's that builds, backups, and versioning become so boring you forget they exist. Set them up once, automate them, and let them run.

The test is simple: if your machine died tonight, how long until you're working again? If the answer is 'an hour', your tooling is good. If it's 'I'd lose a week', fix that before adding any feature.

Close the loop with real players

Advice gets you to a sensible starting point; only real player behavior tells you if it worked. Ship the change, then watch what actually happens — the reports that come in, the errors that spike or vanish, the place sessions end.

Make that loop short. When a player can report a bug in ten seconds and you see it with logs attached, you stop guessing what to fix next. Tight feedback loops are the closest thing indie development has to a cheat code.

Putting it to work

Don't try to act on all of this at once. Pick the one change that costs you the least and pays the most this week, do it, and see what actually happens before reaching for the next.

Most of this rewards steadiness over intensity. A small improvement made every week, checked against how real players respond, outruns any single burst of effort — in this corner of game development and every other one.

If your machine died tonight, you should be working again by morning. Build toward that.