diff --git a/getting_started/workflow/project_setup/project_organization.rst b/getting_started/workflow/project_setup/project_organization.rst index 7427650cc..e18feb5d3 100644 --- a/getting_started/workflow/project_setup/project_organization.rst +++ b/getting_started/workflow/project_setup/project_organization.rst @@ -25,8 +25,9 @@ without metadata or an asset database. Unlike other engines, a lot of resource are contained within the scene itself, so the amount of files in the filesystem is considerably lower. -Considering that, the most common approach is to group assets close to scenes as, -when a project grows, it makes it more maintainable. +Considering that, the most common approach is to group assets as close +to scenes as possible; when a project grows, it makes it more +maintainable. As example, base sprite images, 3D model scenes or meshes, materials, etc. can usually be organized in a place, while a separate folder is used