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 started97
Campaign progress
0 of 675 cost complete
99 items
Base MTF operative (modular)CharacterZeekyBlastP0cost 8Not started
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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →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 →Crates, gurneys, storagePropP1cost 2Not started
PriorityP1
CategoryProp
Cost2 · low
PhasePhase 2
Generic set dressing, reused everywhere.
- Blockout
- Model
- Textures
- In engine
Open file →Office / workstation kitPropP2cost 2Not started
PriorityP2
CategoryProp
Cost2 · low
PhasePhase 3
Desks, chairs, terminals, clutter.
- Blockout
- Model
- Textures
- In engine
Open file →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 →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 →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.
Open file →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.
Open file →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.
Open file →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.
Open file →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.
Open file →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.
Open file →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.
Open file →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 →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 →- 18 unassigned Tier A slotsNamed when you choose themcost 126Not started
- 8 unassigned Tier B slotsNamed when you choose themcost 72Not started
- 8 unassigned Tier C slotsNamed when you choose themcost 88Not started
- 3 unassigned Tier D slotsNamed when you choose themcost 45Not started
- 1 unassigned Tier E slotsNamed when you choose themcost 20Not started
Player controller and locomotionSystemP0cost 6Not started
PriorityP0
CategorySystem
Cost6 · moderate
PhasePhase 1
- Prototype
- Implementation
- Tuning
- In engine
Open file →Flashlight and lighting rigSystemP0cost 5Not started
PriorityP0
CategorySystem
Cost5 · moderate
PhasePhase 1
- Prototype
- Implementation
- Tuning
- In engine
Open file →Containment interaction systemSystemP0cost 8Not started
PriorityP0
CategorySystem
Cost8 · moderate
PhasePhase 1
- Prototype
- Implementation
- Tuning
- In engine
Open file →Inventory and loadoutSystemP1cost 4Not started
PriorityP1
CategorySystem
Cost4 · low
PhasePhase 2
- Prototype
- Implementation
- Tuning
- In engine
Open file →Mission and objective flowSystemP1cost 6Not started
PriorityP1
CategorySystem
Cost6 · moderate
PhasePhase 2
- Prototype
- Implementation
- Tuning
- In engine
Open file →Save and checkpointSystemP1cost 4Not started
PriorityP1
CategorySystem
Cost4 · low
PhasePhase 2
- Prototype
- Implementation
- Tuning
- In engine
Open file →UI shell (no HUD doctrine)SystemP0cost 5Not started
PriorityP0
CategorySystem
Cost5 · moderate
PhasePhase 1
- Prototype
- Implementation
- Tuning
- In engine
Open file →Audio propagationSystemP1cost 7Not started
PriorityP1
CategorySystem
Cost7 · moderate
PhasePhase 2
- Prototype
- Implementation
- Tuning
- In engine
Open file →AI perception and behaviourSystemP1cost 8Not started
PriorityP1
CategorySystem
Cost8 · moderate
PhasePhase 2
- Prototype
- Implementation
- Tuning
- In engine
Open file →Settings and input rebindingSystemP2cost 3Not started
PriorityP2
CategorySystem
Cost3 · low
PhasePhase 3
- Prototype
- Implementation
- Tuning
- In engine
Open file →Act IActP1cost 0Not started
PriorityP1
CategoryAct
Cost0 · low
PhasePhase 1
Delta-5, public containment in daylight
- Whitebox
- Scripting
- Art pass
- Playtest
Open file →Act IIActP1cost 0Not started
PriorityP1
CategoryAct
Cost0 · low
PhasePhase 2
Eta-5, tracking in the open
- Whitebox
- Scripting
- Art pass
- Playtest
Open file →Act IIIActP1cost 0Not started
PriorityP1
CategoryAct
Cost0 · low
PhasePhase 2
Eta-5, the Insurgency shows its hand
- Whitebox
- Scripting
- Art pass
- Playtest
Open file →Act IVActP1cost 0Not started
PriorityP1
CategoryAct
Cost0 · low
PhasePhase 3
Omega-7 era, Able
- Whitebox
- Scripting
- Art pass
- Playtest
Open file →Act VActP1cost 0Not started
PriorityP1
CategoryAct
Cost0 · low
PhasePhase 3
Alpha-1, the Foundation turns inward
- Whitebox
- Scripting
- Art pass
- Playtest
Open file →Act VIActP1cost 0Not started
PriorityP1
CategoryAct
Cost0 · low
PhasePhase 4
Eta-10, the dark
- Whitebox
- Scripting
- Art pass
- Playtest
Open file →InterstitialsActP1cost 0Not started
PriorityP1
CategoryAct
Cost0 · low
PhasePhase 2
Alpha-4, the postal service
- Whitebox
- Scripting
- Art pass
- Playtest
Open file →