Doc PZ-TRK-0001rev 3999110Modified 2026-08-20

Production tracker

Every asset, anomaly, system and act in the campaign, and where it stands. Weighted by production cost, so a cheap prop cannot outweigh the work it sits next to.

Tracked items99
Done0
In progress2
Not started96
Campaign progress
0 of 675 cost complete
99 items
  1. Base MTF operative (modular)CharacterP0cost 8Review
    PriorityP0
    CategoryCharacter
    Cost8 · moderate
    PhasePhase 1

    THE keystone character asset. One body, one rig, one locomotion set. Every unit below is a gear swap on this. Get it right or pay five times over.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  2. Delta-5 gear setCharacterP0cost 2Not started
    PriorityP0
    CategoryCharacter
    Cost2 · low
    PhasePhase 1

    Gear swap on base. Tactical, visible, public-facing.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  3. Eta-5 gear setCharacterP1cost 2Not started
    PriorityP1
    CategoryCharacter
    Cost2 · low
    PhasePhase 2

    Gear swap. Field/tracking loadout.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  4. Eta-10 gear setCharacterP1cost 4Not started
    PriorityP1
    CategoryCharacter
    Cost4 · low
    PhasePhase 2

    Gear swap, but the silhouette IS the unit's identity. Must read instantly in near-total darkness this one gets art direction attention the others don't.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  5. Alpha-1 gear setCharacterP2cost 2Not started
    PriorityP2
    CategoryCharacter
    Cost2 · low
    PhasePhase 3

    Gear swap. Should read as authority, not fieldwork.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  6. Alpha-4 civilian / postal uniformCharacterP1cost 3Not started
    PriorityP1
    CategoryCharacter
    Cost3 · low
    PhasePhase 2

    Gear swap, but must read as explicitly NOT tactical. The point is that they look like staff. Needs civilian idle/work animation set.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  7. Omega-7 era gear setCharacterP2cost 2Not started
    PriorityP2
    CategoryCharacter
    Cost2 · low
    PhasePhase 3

    Period variant of base. Dated equipment silhouette does the era work cheaply.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  8. Insurgency operativesCharacterP2cost 4Not started
    PriorityP2
    CategoryCharacter
    Cost4 · low
    PhasePhase 3

    Cheapest antagonist possible our own gear, worn wrong, mismatched, maintained badly. Re-dress of the Foundation kit rather than a new faction build.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  9. AbleCharacterP2cost 19Not started
    PriorityP2
    CategoryCharacter
    Cost19 · expensive
    PhasePhase 3

    The single most expensive asset in the project. Only true hero character. Bespoke rig, bespoke animation set, unique VFX and audio. Budget accordingly and do not let a second one of these appear.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  10. Civilian crowd setCharacterP1cost 8Not started
    PriorityP1
    CategoryCharacter
    Cost8 · moderate
    PhasePhase 2

    Variety comes from modular parts and material variation, never unique models. Needs crowd behaviour and panic states for Delta-5's exposure objective.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  11. Facility workers / coworkersCharacterP1cost 7Not started
    PriorityP1
    CategoryCharacter
    Cost7 · moderate
    PhasePhase 2

    Model is cheap; the animation is not. Needs believable station work loops, plus the 'noticing you' reactions the whole suspicion system reads through.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  12. Supervisor NPCCharacterP1cost 7Not started
    PriorityP1
    CategoryCharacter
    Cost7 · moderate
    PhasePhase 2

    Needs the 'friendly conversation you can't leave' behaviour. Highest-value single NPC in the game per hour spent.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  13. Foundation staff (research, security)CharacterP2cost 5Not started
    PriorityP2
    CategoryCharacter
    Cost5 · moderate
    PhasePhase 3

    Populates internal facilities. Reuses base rig.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  14. Casualties / remainsCharacterP1cost 4Not started
    PriorityP1
    CategoryCharacter
    Cost4 · low
    PhasePhase 2

    Insurgency aftermath and Omega-7 both depend on these. Enormous storytelling value for very little model work.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  15. O5 / Ethics Committee presenceCharacterP2cost 7Not started
    PriorityP2
    CategoryCharacter
    Cost7 · moderate
    PhasePhase 3

    OPEN: may never be seen on screen. Decide before budgeting 'unseen authority' is free and arguably scarier.

    • Blockout
    • High poly
    • Retopo
    • Textures
    • Rig and skin
    • In engine
    Open file →
  16. Foundation facility kit (modular)EnvironmentP0cost 8Not started
    PriorityP0
    CategoryEnvironment
    Cost8 · moderate
    PhasePhase 1

    THE keystone environment. Corridors, doors, containment wing, offices, labs. Re-dresses into the Alpha-1 act, the Insurgency aftermath, and the Omega-7 era. One kit, three acts, plus the interstitial extraction points.

    • Blockout
    • Modules
    • Materials
    • Lighting
    • In engine
    Open file →
  17. Urban street / plazaEnvironmentP0cost 9Not started
    PriorityP0
    CategoryEnvironment
    Cost9 · moderate
    PhasePhase 1

    Vertical slice environment. Expensive because it needs crowd support, daylight lighting, and enough set dressing to feel inhabited.

    • Blockout
    • Modules
    • Materials
    • Lighting
    • In engine
    Open file →
  18. Wilderness / open terrainEnvironmentP1cost 8Not started
    PriorityP1
    CategoryEnvironment
    Cost8 · moderate
    PhasePhase 2

    Cheapest large environment in the project terrain tools and foliage do most of the work.

    • Blockout
    • Modules
    • Materials
    • Lighting
    • In engine
    Open file →
  19. Confined dark interiorEnvironmentP1cost 10Not started
    PriorityP1
    CategoryEnvironment
    Cost10 · expensive
    PhasePhase 2

    Counter-intuitively cheap to MODEL because the player can barely see it. The entire cost of this environment is audio, not art. Do not over-build geometry nobody will look at.

    • Blockout
    • Modules
    • Materials
    • Lighting
    • In engine
    Open file →
  20. Sorting facilityEnvironmentP1cost 9Not started
    PriorityP1
    CategoryEnvironment
    Cost9 · moderate
    PhasePhase 2

    Hero environment for Alpha-4. Built once, reused across every interstitial. Best cost-per-hour-of-play in the entire project fund it properly.

    • Blockout
    • Modules
    • Materials
    • Lighting
    • In engine
    Open file →
  21. Loading bayEnvironmentP1cost 5Not started
    PriorityP1
    CategoryEnvironment
    Cost5 · moderate
    PhasePhase 2

    Extends the sorting facility. Shares its kit.

    • Blockout
    • Modules
    • Materials
    • Lighting
    • In engine
    Open file →
  22. Delivery vehicle (int + ext)EnvironmentP1cost 7Not started
    PriorityP1
    CategoryEnvironment
    Cost7 · moderate
    PhasePhase 2

    Interior needs to be playable, not just a prop. Confined space work.

    • Blockout
    • Modules
    • Materials
    • Lighting
    • In engine
    Open file →
  23. Emptied containment siteEnvironmentP1cost 6Not started
    PriorityP1
    CategoryEnvironment
    Cost6 · moderate
    PhasePhase 2

    Re-dress of the Foundation kit, NOT a new build. This is the Insurgency aftermath pass the cheapest frightening content in the plan.

    • Blockout
    • Modules
    • Materials
    • Lighting
    • In engine
    Open file →
  24. Omega-7 era facilityEnvironmentP2cost 5Not started
    PriorityP2
    CategoryEnvironment
    Cost5 · moderate
    PhasePhase 3

    Period re-dress of the Foundation kit. Older signage, older tech, same geometry.

    • Blockout
    • Modules
    • Materials
    • Lighting
    • In engine
    Open file →
  25. SCP-001 spaceEnvironmentP3cost 15Not started
    PriorityP3
    CategoryEnvironment
    Cost15 · expensive
    PhasePhase 4

    Unique, unknowable until the mission is designed, and the last thing built. Budget generously and expect the estimate to be wrong.

    • Blockout
    • Modules
    • Materials
    • Lighting
    • In engine
    Open file →
  26. Containment equipment kitPropP0cost 10Not started
    PriorityP0
    CategoryProp
    Cost10 · expensive
    PhasePhase 1

    The CONTAIN beat runs entirely on these. Must read clearly at a glance under pressure and in bad light this is a readability problem before it is a modelling problem.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  27. Parcel / package setPropP1cost 2Not started
    PriorityP1
    CategoryProp
    Cost2 · low
    PhasePhase 2

    Five or six unique meshes plus label and material variation covers thousands of instances. Trivial cost, enormous screen presence.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  28. Sorting machinery / conveyorsPropP1cost 11Not started
    PriorityP1
    CategoryProp
    Cost11 · expensive
    PhasePhase 2

    Needs animation and a strong audio bed. This is what gives the sorting floor its character and its noise cover.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  29. Foundation equipment setPropP0cost 6Not started
    PriorityP0
    CategoryProp
    Cost6 · moderate
    PhasePhase 1

    Radios, lights, medical, restraints. High reuse across every act.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  30. Weapons setPropP0cost 10Not started
    PriorityP0
    CategoryProp
    Cost10 · expensive
    PhasePhase 1

    Deliberately small. These stop mattering by Act III by design do NOT over-invest. Enough fidelity to be trusted early, no more.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  31. Documents, files, paperPropP1cost 1Not started
    PriorityP1
    CategoryProp
    Cost1 · low
    PhasePhase 2

    Highest storytelling value per hour of any asset in the project. The entire Insurgency aftermath mode leans on these. Nearly free.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  32. Crates, gurneys, storagePropP1cost 2Not started
    PriorityP1
    CategoryProp
    Cost2 · low
    PhasePhase 2

    Generic set dressing, reused everywhere.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  33. Office / workstation kitPropP2cost 2Not started
    PriorityP2
    CategoryProp
    Cost2 · low
    PhasePhase 3

    Desks, chairs, terminals, clutter.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  34. Foundation vehiclesPropP2cost 7Not started
    PriorityP2
    CategoryProp
    Cost7 · moderate
    PhasePhase 3

    Transport and extraction. Exterior-only is acceptable for most uses.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  35. Lighting fixtures / emergency lightingPropP0cost 7Not started
    PriorityP0
    CategoryProp
    Cost7 · moderate
    PhasePhase 1

    Horror lighting is the art direction. These get used constantly and they carry more mood than any hero prop will.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  36. Spatial audio propagation systemAudio/VFXP1cost 5Not started
    PriorityP1
    CategoryAudio/VFX
    Cost5 · moderate
    PhasePhase 2

    Not an art asset, but the largest non-model cost in the project and the one the campaign structurally depends on. Native vs middleware call happens in Phase 2.

    • Designed
    • Implemented
    • Mixed
    Open file →
  37. Ambient beds (per environment)Audio/VFXP1cost 3Not started
    PriorityP1
    CategoryAudio/VFX
    Cost3 · low
    PhasePhase 2

    One per environment. Cheap, and it does more for dread than geometry does.

    • Designed
    • Implemented
    • Mixed
    Open file →
  38. Anomaly audio vocabularyAudio/VFXP1cost 4Not started
    PriorityP1
    CategoryAudio/VFX
    Cost4 · low
    PhasePhase 2

    The Tell is frequently audio. This is design work as much as asset work and should be specced alongside the anomaly catalog, not after it.

    • Designed
    • Implemented
    • Mixed
    Open file →
  39. Social / suspicion audioAudio/VFXP1cost 3Not started
    PriorityP1
    CategoryAudio/VFX
    Cost3 · low
    PhasePhase 2

    Conversation stopping, someone noticing, a supervisor approaching. The suspicion system has no meter, so this audio IS the feedback.

    • Designed
    • Implemented
    • Mixed
    Open file →
  40. Volumetric fog and darknessAudio/VFXP0cost 4Not started
    PriorityP0
    CategoryAudio/VFX
    Cost4 · low
    PhasePhase 1

    Core to the look. Also a performance cost that stacks with Lumen profile early.

    • Designed
    • Implemented
    • Mixed
    Open file →
  41. Damage, destruction, gore VFXAudio/VFXP1cost 5Not started
    PriorityP1
    CategoryAudio/VFX
    Cost5 · moderate
    PhasePhase 2

    No platform restrictions on Unreal, so the ceiling is ours to set. Decide the ceiling deliberately rather than by default.

    • Designed
    • Implemented
    • Mixed
    Open file →
  42. Anomaly VFX libraryAudio/VFXP2cost 6Not started
    PriorityP2
    CategoryAudio/VFX
    Cost6 · moderate
    PhasePhase 3

    Shared effects vocabulary so individual anomalies don't each need bespoke work.

    • Designed
    • Implemented
    • Mixed
    Open file →
  43. SCP-330 — Take Only TwoTier AP0cost 7In progress
    PriorityP0
    CategoryTier A
    Cost7 · moderate
    PhasePhase 1

    A turned pewter bowl of twist-wrapped sweets. Every sweet is a separate object so they can be taken one at a time.

    • Reference
    • Model
    • Textures
    • Behaviour
    • In engine
    Open file →
  44. SCP-500 — PanaceaTier AP0cost 7In progress
    PriorityP0
    CategoryTier A
    Cost7 · moderate
    PhasePhase 1

    A plastic jar of red pills. Cures anything, and there are not many left.

    • Reference
    • Model
    • Textures
    • Behaviour
    • In engine
    Open file →
  45. 18 unassigned Tier A slotsNamed when you choose themcost 126Not started
  46. 8 unassigned Tier B slotsNamed when you choose themcost 72Not started
  47. 8 unassigned Tier C slotsNamed when you choose themcost 88Not started
  48. 3 unassigned Tier D slotsNamed when you choose themcost 45Not started
  49. 1 unassigned Tier E slotsNamed when you choose themcost 20Not started
  50. Player controller and locomotionSystemP0cost 6Not started
    PriorityP0
    CategorySystem
    Cost6 · moderate
    PhasePhase 1
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  51. Flashlight and lighting rigSystemP0cost 5Not started
    PriorityP0
    CategorySystem
    Cost5 · moderate
    PhasePhase 1
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  52. Containment interaction systemSystemP0cost 8Not started
    PriorityP0
    CategorySystem
    Cost8 · moderate
    PhasePhase 1
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  53. Inventory and loadoutSystemP1cost 4Not started
    PriorityP1
    CategorySystem
    Cost4 · low
    PhasePhase 2
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  54. Mission and objective flowSystemP1cost 6Not started
    PriorityP1
    CategorySystem
    Cost6 · moderate
    PhasePhase 2
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  55. Save and checkpointSystemP1cost 4Not started
    PriorityP1
    CategorySystem
    Cost4 · low
    PhasePhase 2
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  56. UI shell (no HUD doctrine)SystemP0cost 5Not started
    PriorityP0
    CategorySystem
    Cost5 · moderate
    PhasePhase 1
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  57. Audio propagationSystemP1cost 7Not started
    PriorityP1
    CategorySystem
    Cost7 · moderate
    PhasePhase 2
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  58. AI perception and behaviourSystemP1cost 8Not started
    PriorityP1
    CategorySystem
    Cost8 · moderate
    PhasePhase 2
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  59. Settings and input rebindingSystemP2cost 3Not started
    PriorityP2
    CategorySystem
    Cost3 · low
    PhasePhase 3
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  60. Act IActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 1

    Delta-5, public containment in daylight

    • Whitebox
    • Scripting
    • Art pass
    • Playtest
    Open file →
  61. Act IIActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 2

    Eta-5, tracking in the open

    • Whitebox
    • Scripting
    • Art pass
    • Playtest
    Open file →
  62. Act IIIActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 2

    Eta-5, the Insurgency shows its hand

    • Whitebox
    • Scripting
    • Art pass
    • Playtest
    Open file →
  63. Act IVActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 3

    Omega-7 era, Able

    • Whitebox
    • Scripting
    • Art pass
    • Playtest
    Open file →
  64. Act VActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 3

    Alpha-1, the Foundation turns inward

    • Whitebox
    • Scripting
    • Art pass
    • Playtest
    Open file →
  65. Act VIActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 4

    Eta-10, the dark

    • Whitebox
    • Scripting
    • Art pass
    • Playtest
    Open file →
  66. InterstitialsActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 2

    Alpha-4, the postal service

    • Whitebox
    • Scripting
    • Art pass
    • Playtest
    Open file →