I can tell you how I organized sounds for a game made in UDK - "Premonition" from VFS Game Design - its been how ive done game sessions ever since.
The session contains one type of asset. Say feet. A marker placed at the beginning - marks the type of surface - gravel. The layers are cascaded down with some work tracks etc. Then an aux for bouncing and processing layers to the single mono track called Feet_Gravel. The file name will ultimately be changed to whatever the programmer needs it to be for implementation. Once its all done, I make a marker after that set of regions. Ill name it say, Grass. This follows the same process and so on until you have a session of cascading groups of surfaces divided by markers. Track Group them, set views, hide and inactivate track groups by surface type to free up more tracks, and voila! Session-o-feet. This works for all other types of alike sounds that are grouped together, for example: Spaceship_Engines, Monkey_Vocalizations, Swords_SFX, etc.
Linear cutscenes I do the exact same thing just with a movie track. You never deactivate the movie track as you will only ever need to use 1. A video for each marker section.
If you want to grab a more in-depth explanation/pictures of session layout, implementation practices, variation processing etc - go to www.c3sound.com and check the Game Audio tab in the portfolio section.
UPDATE:
THIS IS NOT A TEMPLATE FOR FILM - JUST GAME SFX AND MULTIPLE SHORT IN-GAME CINEMATICS!