I've always struggled to come up with names. For pretty much anything. That can cause a few issues when I am world-building, which is when you realise just how important names are.
Some people seem quite content to write away with anonymous characters, only coming back to fill in the names later. Trouble is, I need to have names. I can only go for a page or so talking about [the opponent], or [the engineer], or more usually [xxx], before I grind to a halt.
And then I'm stuck. Often for a long, long time.
One of my D&D characters many (ahem) years ago was anonymous for ages, until, in desperation, he ended up with the inventive moniker "Ivor Name".
So, when I tell you that my working notes for Ghosts of Innocence mention no fewer than eighty named characters (yes, I counted!) you can see I have a teensy problem. Of course, many of those characters only play bit parts in the story, maybe brief showings in a scene or two. Some never even appear and are only mentioned in dialogue. But they all have names. I know who they are.
And then there are all the other names I had to find to populate my world. Ghosts is a starfaring adventure, so it involves lots of ships (thirty-three). And planets, and continents, forests, rivers, towns...you get the picture.
The easiest to come up with, for me at least, are those that bear little resemblance to modern western conventions. That's great for places, and for some characters.
The most effective technique I've found is to sit down and let my mind roam free, trying out random syllables and letting them collide and spark off each other until I hear something I like. Then I write it down. And then another, and another. I don't care what they're for at this stage, though sometimes as I write it occurs to me that this would be a great place name, or that is ideal for a character. But the point is to build up a stock of maybe twenty or thirty unassigned names. Then, when I need to name a place or a minor character, I can quickly draw on my stockpile and move on.
Main characters take more time and care, of course. You are going to hear about them a lot, so the right name is important. And for anything significant I usually Google it to make sure there are no unwanted connotations or collisions with the real world.
For Ghosts, I wanted to evoke a sense of the exotic, so I sometimes went overboard on weird combinations of syllables, like the venomous head of the Emperor's Domestic Household, Mabbwendig ap Terlion (a.k.a. Mad Mabb). In many cases I wanted names to evoke something of the character, like the oily and devious Willem Skimlok, or the solid and dependable chief engineer Calder Brasch.
And now I'm into a sequel, you'd think I'd have it easy, wouldn't you? Not so. Some of the old characters are still around, true, but I ended up killing off so many in Ghosts that I'm more-or-less having to start over.
Serves me right for having a murderous assassin as a main character.