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How to Write a Workshop Description That Sounds Authoritative

A modder finishes a barrel model. The geometry is clean, the UV layout is efficient, the texture set is production-accurate, and the asset loads in Unturned™ without error. What the modder publishes next — the Workshop description — will determine whether that barrel becomes a reference asset across a dozen Unturned™ servers or sits at fourteen subscribers and zero engagement for eighteen months.

The Workshop description is the authoritative public record of the asset. It signals to server operators, map designers, and community administrators whether the asset was authored by a professional studio or assembled casually. Descriptions that read as professional, structured, and documented attract subscribers who are themselves building structured servers and maps. Descriptions that read as informal, brief, or absent attract no one.

This article documents the 57 Studios™ Workshop description standard — the vocabulary, structural format, BBCode conventions, tone-of-voice templates, and before/after rewrite methodology that the 57 Studios™ authoring team applies to every asset published to the Steam Workshop. The standard was developed across multiple publication cycles and cohort review sessions. It is applied uniformly regardless of whether the asset is a single barrel model or a forty-piece industrial environment pack.

The article assumes the reader is familiar with standard BBCode Workshop formatting. For the full BBCode tag reference and Workshop submission workflow, see Steam Workshop Submission.

Workshop description rendered in the Steam Workshop entry page

Why the description format matters

The Steam Workshop surfaces Workshop entries in search results, browse categories, and recommendation feeds. Subscribers scan entries, not read them. The first hundred characters of the description are visible in the search card without clicking through; the structure visible in the first screen of the entry page determines whether the subscriber scrolls further.

A description structured with headings, specification tables, feature lists, and a version changelog signals several things simultaneously: that the asset was authored systematically, that the authoring team maintains the asset over time, that server operators can reference the asset by documented IDs, and that the entry is the authoritative record rather than a placeholder.

Studio standard

The 57 Studios™ authoring team treats the Workshop description as a product document, not a social media post. The description is written once per major version, reviewed by a second team member, and updated in the same publication event as the asset update. Descriptions that are written in a single informal pass and never revised are the principal driver of low-engagement entries in the cohort survey data.

The cost of informal descriptions

The cohort survey analysed descriptions from Workshop entries published within the Unturned™ community over a twelve-month period. Entries with unstructured descriptions (single paragraph, no headings, no feature list, no changelog) converted browsing subscribers at approximately 0.8× the rate of entries with fully structured descriptions in the 57 Studios™ format. The conversion difference compounded over time: unstructured entries also attracted fewer comments, fewer favourites, and fewer positive ratings, which further reduced their placement in search results.

The effect was consistent across asset categories: barrel models, vehicle packs, item collections, and map assets all showed the same pattern. The description format, not the asset category, was the primary driver of the engagement differential.

The 57 Studios™ description format

The 57 Studios™ Workshop description format consists of six mandatory sections and two conditional sections. The sections are ordered to maximise information density at the top of the entry (visible without scrolling) and to provide progressive detail for subscribers who read further.

Section structure overview

SectionPositionRequiredPurpose
Asset identity headerTopMandatoryEstablish the asset's name, category, and one-line value proposition
Specifications tableAbove foldMandatoryDocument technical properties in structured format
Feature listAbove or below foldMandatoryEnumerate the asset's validated capabilities
Installation and usageBelow foldMandatoryInstruct the subscriber on how to use the asset
Asset IDsBelow foldMandatory for item/vehicle/NPCProvide numeric IDs for server operators
ChangelogBelow foldMandatoryDocument version history from v1.0
Credits and acknowledgementsBelow foldMandatoryAttribute authorship and collaboration
RoadmapBottomConditionalState planned development for assets under active development

Documentation principle

Every section has a defined purpose and a defined place. The 57 Studios™ authoring team does not merge sections, omit sections (except the conditional roadmap), or reorder sections. Consistency across entries allows returning subscribers to locate information reliably across different assets.

Section 1: Asset identity header

The asset identity header occupies the first two to four lines of the description. It contains the asset's display name (formatted as [h1]), the asset category, and a single sentence that states the asset's value proposition precisely and without qualification.

The value proposition sentence uses the engineered vocabulary documented below. It does not use first-person pronouns, hedge words, or informal phrasing.

Template:

[h1]{Asset Name}[/h1]
[b]Category:[/b] {Category} | [b]Studio:[/b] 57 Studios™ | [b]Version:[/b] {Version}
{Single-sentence value proposition using engineered vocabulary.}
[hr]

Example (barrel model):

[h1]Meridian Industrial Barrel[/h1]
[b]Category:[/b] Environment Asset | [b]Studio:[/b] 57 Studios™ | [b]Version:[/b] 1.0.0
A professionally authored low-poly barrel asset calibrated for Unturned™ environment design, delivering production-accurate proportions and a validated 256×256 texture set across three material variants.
[hr]

Section 2: Specifications table

The specifications table is a structured documentation block that enumerates the asset's technical properties. Because the Workshop does not render HTML or BBCode tables, the specifications block is authored using bold-label rows that simulate tabular structure.

Every asset published by 57 Studios™ receives a specifications block, regardless of complexity. A single barrel model receives the same specifications block format as a forty-piece pack. The format signals that the asset was measured, documented, and validated — not approximated.

Authoring note

The specifications block uses [b] for label styling and a consistent pipe-delimited layout to simulate a two-column table within the Workshop's BBCode constraints. Do not attempt to use [table] tags; they render as plain text in Workshop descriptions.

Standard specifications block structure:

[h2]Specifications[/h2]
[b]Asset Type:[/b] {Type}
[b]Polygon Count:[/b] {Count} triangles
[b]LOD Levels:[/b] {Count}
[b]Texture Resolution:[/b] {Resolution}
[b]Texture Channels:[/b] {Channels present, e.g., Albedo, Normal, Metallic/Roughness}
[b]Collision Mesh:[/b] {Simplified / Full-geometry / None}
[b]Material Variants:[/b] {Count and descriptions}
[b]Asset ID:[/b] {ID or "See Asset IDs section"}
[b]Compatibility:[/b] Unturned™ {version range}
[b]Last Validated:[/b] {Date}

Example (barrel model):

[h2]Specifications[/h2]
[b]Asset Type:[/b] Static Environment Prop
[b]Polygon Count:[/b] 312 triangles (LOD0)
[b]LOD Levels:[/b] 3 (LOD0: 312 | LOD1: 96 | LOD2: 32)
[b]Texture Resolution:[/b] 256×256 px
[b]Texture Channels:[/b] Albedo, Normal, Metallic/Roughness
[b]Collision Mesh:[/b] Simplified (6-face box approximation)
[b]Material Variants:[/b] 3 (Weathered Steel, Painted Red, Painted Yellow)
[b]Asset ID:[/b] 45201
[b]Compatibility:[/b] Unturned™ 3.22.x and later
[b]Last Validated:[/b] 2026-05-18

Specifications block rendered in a live Workshop entry

The specifications block communicates precision regardless of the asset's complexity. A barrel with documented polygon counts, LOD levels, and a validation date reads as professionally authored. The same barrel with an informal description ("it's a barrel, looks good in maps") reads as a community placeholder.

Section 3: Feature list

The feature list enumerates the asset's validated capabilities in bullet format using [list] and [*] tags. Each item in the list is a declarative statement, not a marketing claim. The 57 Studios™ vocabulary list is applied throughout.

Feature list items follow the format: {adjective from approved vocabulary} {noun} {optional qualifying clause}. Items do not begin with "has," "includes," "comes with," or similar possessive phrasing.

Approved vocabulary:

UseAvoid
EngineeredMade, built, put together
CalibratedSet, tuned, adjusted
Professionally authoredHand-made, crafted, custom
DocumentedListed, noted
ValidatedTested, checked
Production-accurateRealistic, good-looking
OptimisedFast, lightweight, small
StructuredOrganised, sorted
Reference-qualityHigh quality
Cohort-reviewedTeam-reviewed

Vocabulary discipline

The approved vocabulary list signals technical authorship. A feature list that describes an asset using "calibrated UV layout" and "engineered collision geometry" reads as written by a studio with documented processes. The vocabulary list is not a stylistic choice; it is a precision instrument. Use it uniformly across every entry, regardless of asset scope.

Template feature list:

[h2]Features[/h2]
[list]
[*][b]Engineered geometry[/b] — {detail about polygon count, LOD, or topology}
[*][b]Calibrated UV layout[/b] — {detail about UV efficiency or atlas usage}
[*][b]Production-accurate textures[/b] — {detail about resolution, channels, and authoring process}
[*][b]Validated collision mesh[/b] — {detail about collision approximation and authoring tool}
[*][b]Documented asset ID[/b] — {ID reference}
[*][b]Multiple material variants[/b] — {count and descriptions}
[*][b]Cohort-reviewed output[/b] — reviewed against 57 Studios™ asset standards prior to publication
[/list]

Example (barrel model):

[h2]Features[/h2]
[list]
[*][b]Engineered low-poly geometry[/b] — 312-triangle LOD0 mesh with a three-stage LOD chain optimised for Unturned™ rendering distances
[*][b]Calibrated UV layout[/b] — non-overlapping UV islands packed to 94% efficiency on a 256×256 atlas
[*][b]Production-accurate texture set[/b] — albedo, normal, and metallic/roughness channels authored in Substance Painter and validated at in-game render distances
[*][b]Validated collision mesh[/b] — six-face box approximation authored in Unity and confirmed to match visual silhouette within a 4% margin
[*][b]Documented asset ID[/b] — ID 45201, persistent across all published versions
[*][b]Three professionally authored material variants[/b] — Weathered Steel (default), Painted Red (logistics marker), Painted Yellow (hazard marker)
[*][b]Cohort-reviewed output[/b] — reviewed against the 57 Studios™ environment-asset standard prior to publication on 2026-05-18
[/list]

Section 4: Installation and usage

The installation and usage section documents how the subscriber applies the asset in the context of a map, server, or mod dependency. The section uses [olist] for step-by-step procedures.

Authoring standard

Even for assets with a subscribe-only installation path (subscribe and the asset is available without additional steps), the 57 Studios™ standard requires this section to be present. The section establishes that the authoring team considered the subscriber experience and documented it explicitly. An absent installation section signals that the authoring team did not consider what happens after the subscribe click.

Template:

[h2]Installation and Usage[/h2]
[olist]
[*]Subscribe to this Workshop entry using the [b]Subscribe[/b] button. Unturned™ will download and install the asset automatically on next launch.
[*]{Usage step specific to asset type — e.g., for a prop: "Open the Unturned level editor and locate the asset in the [b]Objects[/b] panel under the [b]Workshop[/b] tab."}
[*]{Second usage step if applicable}
[*]{Configuration notes if applicable}
[/olist]
[b]Server operators:[/b] The asset is available to all players on a subscribed server without requiring individual player subscriptions. Reference the asset by its documented ID (see Asset IDs section).

Section 5: Asset IDs

The asset IDs section is mandatory for all item, vehicle, and NPC assets, and for environment prop packs where objects are spawnable via level editor ID. The section uses [code] blocks to display IDs in a scannable monospaced format.

Server operator utility

Server operators copy asset IDs from this section into loadout files, spawn tables, and server configuration. A [code]-formatted ID block can be selected and copied without additional formatting. An ID buried in prose cannot be copied reliably.

Template:

[h2]Asset IDs[/h2]
[b]Reference these IDs in server loadout files, spawn tables, and level editor spawnable configurations.[/b]
[code]
{Asset Name} (Default): {ID}
{Asset Name} (Variant A): {ID}
{Asset Name} (Variant B): {ID}
[/code]
IDs are persistent across all published versions of this asset. ID changes across versions are documented in the Changelog section.

Example (barrel model):

[h2]Asset IDs[/h2]
[b]Reference these IDs in server loadout files, spawn tables, and level editor spawnable configurations.[/b]
[code]
Meridian Industrial Barrel (Weathered Steel): 45201
Meridian Industrial Barrel (Painted Red): 45202
Meridian Industrial Barrel (Painted Yellow): 45203
[/code]
IDs are persistent across all published versions of this asset. ID changes across versions are documented in the Changelog section.

Section 6: Changelog

The changelog section is present on every 57 Studios™ Workshop entry, including v1.0 initial releases. An initial release changelog establishes the baseline version record and signals that version history will be maintained.

Format discipline

The changelog uses [b]{version}[/b] — {date} — {description} format, with each entry on a separate line. Do not use [list] or [olist] for changelog entries; the flat format is faster to scan when entries accumulate across versions.

Template:

[h2]Changelog[/h2]
[b]v1.0.0[/b] — {date} — Initial release. {Brief description of what the initial release includes.}

Multi-version example:

[h2]Changelog[/h2]
[b]v1.2.0[/b] — 2026-05-18 — Added Painted Yellow material variant. Updated normal map to resolve seam visible at grazing angles.
[b]v1.1.0[/b] — 2026-03-01 — Reduced LOD1 polygon count from 148 to 96. Validated against Unturned™ 3.24.x.
[b]v1.0.0[/b] — 2026-01-15 — Initial release. Weathered Steel and Painted Red variants. Three-stage LOD chain. Validated collision mesh.

The changelog entry for an initial release should describe what the release includes, not just state "initial release." This establishes the baseline for future entries to reference changes against.

Section 7: Credits and acknowledgements

The credits section documents all contributors to the asset. For solo-authored assets, this section lists the primary author. For collaborative assets, it lists all contributors with their roles.

Template:

[h2]Credits[/h2]
[list]
[*][b]Asset authorship:[/b] {Name or handle}
[*][b]Texture authoring:[/b] {Name or handle, if different}
[*][b]QA review:[/b] {Name or handle}
[*][b]Published by:[/b] [url=https://store.steampowered.com/app/304930/Unturned/]57 Studios™[/url]
[/list]

The credits section is not optional. Unattributed assets cannot be audited for licensing or collaboration history. Even a solo-authored asset should have the author's handle documented in this section so that future collaborators have a reference point.

Section 8: Roadmap (conditional)

The roadmap section is included when the asset is under active development and the authoring team has documented planned additions or modifications. It is omitted for completed assets.

Template:

[h2]Roadmap[/h2]
Planned development for this asset is tracked below. Items are subject to revision based on cohort feedback and technical constraints.
[list]
[*]{Planned addition or change — target version if known}
[*]{Planned addition or change}
[/list]

Before and after: barrel mod description rewrite

The rewrite below demonstrates the difference between an informal description and a description formatted to the 57 Studios™ standard. The asset in both versions is identical — a barrel model with three material variants, documented IDs, and a v1.0 release.

Before (informal)

Industrial Barrel

Hey! I made an industrial barrel for your maps. It has 3 skins: normal, red, and yellow.
The barrel looks good in warehouses, docks, and industrial areas. Subscribe and it shows
up in the objects tab.

ID is 45201 for the normal one.

Let me know if you have any issues! Made this over a weekend, hope you like it.

After (57 Studios™ format)

[h1]Meridian Industrial Barrel[/h1]
[b]Category:[/b] Environment Asset | [b]Studio:[/b] 57 Studios™ | [b]Version:[/b] 1.0.0
A professionally authored low-poly barrel asset calibrated for Unturned™ environment design, delivering production-accurate proportions and a validated 256×256 texture set across three material variants.
[hr]

[h2]Specifications[/h2]
[b]Asset Type:[/b] Static Environment Prop
[b]Polygon Count:[/b] 312 triangles (LOD0)
[b]LOD Levels:[/b] 3 (LOD0: 312 | LOD1: 96 | LOD2: 32)
[b]Texture Resolution:[/b] 256×256 px
[b]Texture Channels:[/b] Albedo, Normal, Metallic/Roughness
[b]Collision Mesh:[/b] Simplified (6-face box approximation)
[b]Material Variants:[/b] 3 (Weathered Steel, Painted Red, Painted Yellow)
[b]Asset ID:[/b] 45201 (base variant — see Asset IDs for full list)
[b]Compatibility:[/b] Unturned™ 3.22.x and later
[b]Last Validated:[/b] 2026-05-18
[hr]

[h2]Features[/h2]
[list]
[*][b]Engineered low-poly geometry[/b] — 312-triangle LOD0 mesh with a three-stage LOD chain optimised for Unturned™ rendering distances
[*][b]Calibrated UV layout[/b] — non-overlapping UV islands packed to 94% efficiency on a 256×256 atlas
[*][b]Production-accurate texture set[/b] — albedo, normal, and metallic/roughness channels authored in Substance Painter and validated at in-game render distances
[*][b]Validated collision mesh[/b] — six-face box approximation confirmed to match visual silhouette within a 4% margin
[*][b]Three professionally authored material variants[/b] — Weathered Steel (default), Painted Red (logistics marker), Painted Yellow (hazard marker)
[*][b]Documented asset IDs[/b] — IDs 45201–45203, persistent across all published versions
[*][b]Cohort-reviewed output[/b] — reviewed against the 57 Studios™ environment-asset standard prior to publication
[/list]
[hr]

[h2]Installation and Usage[/h2]
[olist]
[*]Subscribe to this Workshop entry. Unturned™ will download and install the asset automatically on next launch.
[*]Open the Unturned™ level editor and navigate to the [b]Objects[/b] panel.
[*]Select the [b]Workshop[/b] tab within the Objects panel.
[*]Search for [b]Meridian Industrial Barrel[/b] to locate all three material variants.
[*]Place objects in the level using standard level editor placement controls.
[/olist]
[b]Server operators:[/b] The asset is available to all players on a subscribed server without requiring individual player subscriptions. Reference assets by ID (see Asset IDs section below).
[hr]

[h2]Asset IDs[/h2]
[b]Reference these IDs in server loadout files, spawn tables, and level editor spawnable configurations.[/b]
[code]
Meridian Industrial Barrel (Weathered Steel): 45201
Meridian Industrial Barrel (Painted Red):     45202
Meridian Industrial Barrel (Painted Yellow):  45203
[/code]
IDs are persistent across all published versions of this asset.
[hr]

[h2]Changelog[/h2]
[b]v1.0.0[/b] — 2026-05-18 — Initial release. Three material variants (Weathered Steel, Painted Red, Painted Yellow). Three-stage LOD chain. Simplified collision mesh. IDs 45201–45203 assigned and documented.
[hr]

[h2]Credits[/h2]
[list]
[*][b]Asset authorship:[/b] 57 Studios™ authoring team
[*][b]Published by:[/b] [url=https://store.steampowered.com/app/304930/Unturned/]57 Studios™[/url]
[/list]

Impact

The before version uses 97 words. The after version uses approximately 380 words. The additional word count is entirely structural: specifications that document the asset's technical properties, a feature list in approved vocabulary, a numbered installation procedure, a documented ID block, and a changelog baseline. The asset being described is identical in both versions. The description is the differentiator.

BBCode tone templates

The following tone templates are pre-authored by the 57 Studios™ authoring team for recurring description patterns. Templates are copied and adapted, not rewritten from scratch, to maintain vocabulary consistency across entries.

Template A: Single static prop

For individual environment props (barrels, crates, fences, barriers, light fixtures, and similar objects).

[h1]{Prop Name}[/h1]
[b]Category:[/b] Environment Asset | [b]Studio:[/b] 57 Studios™ | [b]Version:[/b] {Version}
{One-sentence value proposition.}
[hr]

[h2]Specifications[/h2]
[b]Asset Type:[/b] Static Environment Prop
[b]Polygon Count:[/b] {count} triangles (LOD0)
[b]LOD Levels:[/b] {count}
[b]Texture Resolution:[/b] {resolution}
[b]Texture Channels:[/b] {channels}
[b]Collision Mesh:[/b] {description}
[b]Asset ID:[/b] {id}
[b]Compatibility:[/b] Unturned™ {version}
[b]Last Validated:[/b] {date}
[hr]

[h2]Features[/h2]
[list]
[*]{Feature using approved vocabulary}
[*]{Feature using approved vocabulary}
[*]{Feature using approved vocabulary}
[/list]
[hr]

[h2]Installation and Usage[/h2]
{Installation procedure}
[hr]

[h2]Asset IDs[/h2]
[code]
{ID block}
[/code]
[hr]

[h2]Changelog[/h2]
{Changelog entries}
[hr]

[h2]Credits[/h2]
[list]
[*][b]Asset authorship:[/b] {name}
[*][b]Published by:[/b] [url=https://store.steampowered.com/app/304930/Unturned/]57 Studios™[/url]
[/list]

Template B: Item or weapon

For weapons, clothing, medical items, food items, and other inventory assets.

[h1]{Item Name}[/h1]
[b]Category:[/b] {Item Category} | [b]Studio:[/b] 57 Studios™ | [b]Version:[/b] {Version}
{One-sentence value proposition focused on gameplay role and technical specification.}
[hr]

[h2]Specifications[/h2]
[b]Asset Type:[/b] {Item type}
[b]Item ID:[/b] {id}
[b]Base Damage:[/b] {value} (if applicable)
[b]Magazine Capacity:[/b] {value} (if applicable)
[b]Attachments:[/b] {list or None}
[b]Model Polygon Count:[/b] {count} (first-person), {count} (world)
[b]Texture Resolution:[/b] {resolution}
[b]Compatibility:[/b] Unturned™ {version}
[b]Last Validated:[/b] {date}
[hr]

[h2]Features[/h2]
[list]
[*]{Feature}
[/list]
[hr]

[h2]Installation and Usage[/h2]
{Installation and spawn ID reference}
[hr]

[h2]Asset IDs[/h2]
[code]
{ID block}
[/code]
[hr]

[h2]Changelog[/h2]
{Changelog entries}
[hr]

[h2]Credits[/h2]
{Credits block}

Template C: Multi-piece pack

For environment packs, item collections, and NPC packs that contain multiple related assets.

Pack descriptions

Multi-piece packs require an additional "Pack Contents" section positioned between the Specifications block and the Features list. The pack contents section uses [list] to enumerate all assets in the pack with their individual IDs, so server operators and map designers can identify specific assets without reading the entire description.

[h1]{Pack Name}[/h1]
[b]Category:[/b] {Category} Pack | [b]Studio:[/b] 57 Studios™ | [b]Version:[/b] {Version}
{One-sentence value proposition for the pack as a whole.}
[hr]

[h2]Pack Specifications[/h2]
[b]Asset Count:[/b] {count} assets
[b]Asset Types:[/b] {types}
[b]Total Polygon Budget:[/b] {count} triangles (all assets, LOD0)
[b]Texture Atlas:[/b] {resolution}, {channel count} channels, {count} atlases
[b]Compatibility:[/b] Unturned™ {version}
[b]Last Validated:[/b] {date}
[hr]

[h2]Pack Contents[/h2]
[list]
[*][b]{Asset Name}[/b] — {brief description} — ID: {id}
[*][b]{Asset Name}[/b] — {brief description} — ID: {id}
[/list]
[hr]

[h2]Features[/h2]
[list]
[*]{Pack-level feature}
[/list]
[hr]

[h2]Installation and Usage[/h2]
{Installation procedure}
[hr]

[h2]Asset IDs[/h2]
[code]
{Full ID block for all pack assets}
[/code]
[hr]

[h2]Changelog[/h2]
{Changelog}
[hr]

[h2]Credits[/h2]
{Credits}

The 57 Studios™ description quality checklist

Before submitting a Workshop description, the 57 Studios™ authoring team runs every description against the following checklist.

ItemPass criterion
Asset identity header present[h1] name + category line + value proposition sentence
Specifications block presentAll applicable fields documented
Specifications use [b] labelsNo prose-format specifications
Feature list presentMinimum three items
Feature list uses approved vocabularyNo avoided terms
Feature items use declarative formatNo items beginning with "has" or "includes"
Installation section presentEven for subscribe-and-done assets
Asset IDs presentFor item, vehicle, NPC, and spawnable prop assets
Asset IDs in [code] blockNot buried in prose
Changelog presentIncluding v1.0.0 entry
Changelog entry for v1.0.0 describes contentsNot just "initial release"
Credits section presentAuthor attributed even for solo work
No avoided vocabularySee approved/avoided vocabulary table
No first-person pronouns in prose sectionsDescription is a product document, not a personal post
No informal phrasingNo "hope you like it," "let me know," "I made this," etc.
[hr] dividers between sectionsVisual structure for scanning
External links use [url] tagsNo bare URLs in prose
Steam Workshop external link allowlist respectedOnly link to approved external domains

External link policy

The 57 Studios™ Workshop description standard permits external links to the following domains only: the Steam Workshop partner documentation at https://partner.steamgames.com/doc/features/workshop, the Unturned™ Steam store page at https://store.steampowered.com/app/304930/Unturned/, and internal links to other Workshop entries published by 57 Studios™. Links to third-party file hosts, competing storefronts, or personal social media accounts are not included in Workshop descriptions and may trigger Valve content review.

Frequently asked questions

Do I need to fill out the specifications block for a single-prop asset? It only has one polygon count and one texture.

Yes. The specifications block is required for every asset regardless of complexity. A single-prop asset with a documented polygon count, LOD chain, texture resolution, and validation date is a professionally authored asset. The same asset without a specifications block is an undocumented asset. The documentation is the signal, not the complexity.

What if I don't know the exact polygon count for my asset?

Open the asset in Unity, select the mesh, and read the triangle count from the Mesh Inspector. If the asset has LODs, read each LOD separately. If the asset was exported from Blender, the triangle count is available in the viewport overlay header with Mesh Statistics enabled. Approximate counts ("around 300") are not used in the specifications block. Document the exact count or update the count to reflect the actual value.

Should I use first-person in the value proposition sentence?

No. The value proposition sentence, like every other prose section in the description, is written in third person. "This asset is engineered for..." not "I engineered this asset to...". The description is a product record authored by the studio, not a personal statement by the modder.

The [previewyoutube] BBCode tag does not render in Workshop descriptions — it is available on Steam Community forum posts only. To reference a video, use a [url=https://...]View on YouTube[/url] link. The link will be visible to subscribers as a clickable text link rather than an embedded player.

How long should the changelog entry for the initial v1.0.0 release be?

One to three sentences. Describe what the release includes: the asset types, the variant count, the ID range, and any notable authoring decision that a future reader would need to understand what changed between v1.0.0 and a later version. "Initial release" alone does not establish a baseline for future changelog entries.

Is there a word count minimum or maximum for descriptions?

The 57 Studios™ standard does not set a word count target. The description should contain all required sections, populated with accurate content. A specifications block that accurately documents a simple asset may be short; a pack contents section for a forty-piece pack will be long. Length follows content; content follows the section structure.

Can I copy the approved vocabulary list into a text expander or snippet tool?

Yes. The 57 Studios™ authoring team maintains the vocabulary list as a Notepad++ snippet collection. Consistent vocabulary across entries is enforced by tooling, not by memory. Any tool that reduces the friction of applying the vocabulary list is appropriate.

The BBCode I pasted from a forum post is showing raw tags in the rendered Workshop description. What happened?

The Workshop's BBCode renderer does not support several tags that are valid on Steam Community forum posts: [table], [color], [size], [font], [align], [indent], [spoiler], and [previewyoutube]. These tags render as plain text in Workshop descriptions. Remove them and replace with supported equivalents — use [b] labels instead of [table] for structured data, and [h2] instead of [size] for section headings.

Should the changelog go above or below the credits section?

In the 57 Studios™ standard, changelog precedes credits. Both sections are below-fold content; the ordering is: installation and usage → asset IDs → changelog → credits → roadmap (if present). This ordering puts the most operationally useful sections (installation, IDs) closest to the above-fold content and the reference sections (changelog, credits) at the bottom.

Do server operators need to subscribe to the Workshop entry to use the asset IDs?

Yes. The asset must be subscribed and installed on the server for the asset IDs to resolve. The Workshop entry description documents the IDs for configuration reference; the IDs are only functional when the asset package is installed. Document this in the Installation and Usage section for entries likely to be used by server operators who are not familiar with the Workshop dependency model.

Can I change the asset ID in a later version if I restructure the asset pack?

ID changes are strongly discouraged. Existing server loadout files, spawn tables, and level editor scenes reference the documented IDs. An ID change in a later version breaks every server configuration that references the old ID without notifying the server operators that the break occurred. If an ID change is unavoidable, document the old and new IDs in the changelog entry with a migration note.

What is the difference between the approved word "optimised" and the avoided word "lightweight"?

"Optimised" is a process word: it implies that the asset was measured, compared against a target, and modified to reach that target. "Lightweight" is a result word that carries a qualitative, informal register. In the 57 Studios™ vocabulary standard, process words are preferred over result words because they describe what the authoring team did, not just what the subscriber will observe.

Appendix A: Complete BBCode tag reference for Workshop descriptions

The following table documents every BBCode tag that renders correctly in Steam Workshop descriptions, with the cohort-validated usage recommendation for each.

TagRenders as57 Studios™ usage
[h1]...[/h1]Top-level heading (large, bold)Asset name in identity header only
[h2]...[/h2]Section heading (medium, bold)All section headings
[h3]...[/h3]Sub-section heading (small, bold)Sub-sections within Installation or multi-part appendices
[b]...[/b]BoldSpecification labels, feature item names, key terms
[i]...[/i]ItalicVersion numbers in prose references, file names
[u]...[/u]UnderlineNot used in the 57 Studios™ standard (subscribers associate underline with hyperlinks)
[strike]...[/strike]StrikethroughChangelog entries that document removed features
[url=URL]label[/url]HyperlinkCredits (Studio link), references to other Workshop entries
[img]URL[/img]Inline imageBanner images (57 Studios™ studio banner only)
[list] / [*]Bulleted listFeature list, pack contents, credits
[olist] / [*]Numbered listInstallation and usage steps
[code]...[/code]Monospaced blockAsset IDs, console commands, file names
[quote]...[/quote]Block quoteNot used in the 57 Studios™ standard
[hr]Horizontal ruleSection dividers throughout
[noparse]...[/noparse]Inhibits BBCode parsingNot used in the 57 Studios™ standard (no need to display literal BBCode)

Appendix B: Approved and avoided vocabulary — complete reference

The vocabulary table below is the master reference for the 57 Studios™ description authoring standard. It is updated when the cohort review process identifies a new term pattern. Last updated: 2026-05-18.

ApprovedAvoidedReason avoided
EngineeredMade, built, put together, createdImprecise; no process implication
CalibratedTweaked, adjusted, set, tuned manuallyImplies ad-hoc process
Professionally authoredHand-made, hand-crafted, custom"Custom" implies deviation from standard, not quality
DocumentedListed, noted, mentionedImplies formal record rather than informal notation
ValidatedTested, checked, tried"Tested" implies QA that may not have been systematic
Production-accurateRealistic, detailed, good-lookingSubjective; no measurable referent
OptimisedLightweight, fast, small, efficientResult words without process implication
StructuredOrganised, sorted, clean"Clean" is subjective
Reference-qualityHigh quality, premium, top-tierSuperlatives without measurable definition
Cohort-reviewedTeam-reviewed, peer-checked"Cohort" implies the 57 Studios™ documented review process
PersistentStable, constant, fixed"Fixed" implies that something was broken
Documented asset IDID, number, code"ID" alone is informal
ConstructedPut together, assembled"Assembled" implies modular re-use rather than original authorship
VerifiedDouble-checked, confirmed manuallyProcess word without documented-process implication
Production-cycleDev cycle, work in progressStudio vocabulary preferred

Appendix C: Description version history and document governance

Workshop descriptions are living documents maintained by the 57 Studios™ authoring team. Each description carries a version number that corresponds to the asset version it documents. The authoring team maintains descriptions using the following governance process.

EventDescription action
Initial asset publicationAuthor all eight sections; publish description with asset
Asset update (payload change)Update changelog section with new version entry; update specifications if technical properties changed; update "Last Validated" date
Asset update (metadata change only)Update changelog section with metadata-change notation; no specifications update required
New material variant addedAdd variant to specifications block, feature list, and asset IDs block; update changelog
Asset ID change (unavoidable)Update asset IDs block; document old-to-new ID mapping in changelog with migration note
Pack expansionAdd new assets to pack contents section, specifications, and asset IDs; update changelog
Description quality reviewVerify all sections against current format standard; update vocabulary to match current approved list; update "Last Validated" date

The 57 Studios™ description standard is reviewed annually by the cohort authoring team. The current standard version is documented in the Steam Workshop Submission article's document history.

Cross-references

Document history

VersionDateAuthorNotes
1.02026-05-1857 Studios™Initial publication. Six mandatory sections, two conditional. Full vocabulary reference. Before/after barrel rewrite.