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.
All work
0% · 9 items
Phase 1 · Vertical slice
0% · 19 items
Phase 2 · System prototypes
0% · 30 items
Phase 3 · Bulk content
0% · 51 items
Phase 4 · Finale
0% · 2 items
Tracked items 9
Done 0
In progress 0
Not started 9
Assets progress 0 of 64 cost complete
Item list 9 items
Base MTF operative (modular) Character ZeekyBlast P0 cost 8 Not started Priority P0
Category Character
Cost 8 · moderate
Milestone Phase 1 · Vertical slice
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 set Character P0 cost 2 Not started Priority P0
Category Character
Cost 2 · low
Milestone Phase 1 · Vertical slice
Gear swap on base. Tactical, visible, public-facing.
Blockout High poly Retopo Textures Rig and skin In engine Open file → Foundation facility kit (modular) Environment P0 cost 8 Not started Priority P0
Category Environment
Cost 8 · moderate
Milestone Phase 1 · Vertical slice
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 / plaza Environment P0 cost 9 Not started Priority P0
Category Environment
Cost 9 · moderate
Milestone Phase 1 · Vertical slice
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 → Containment equipment kit Prop P0 cost 10 Not started Priority P0
Category Prop
Cost 10 · expensive
Milestone Phase 1 · Vertical slice
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 → Foundation equipment set Prop P0 cost 6 Not started Priority P0
Category Prop
Cost 6 · moderate
Milestone Phase 1 · Vertical slice
Radios, lights, medical, restraints. High reuse across every act.
Blockout Model Textures In engine Open file → Weapons set Prop P0 cost 10 Not started Priority P0
Category Prop
Cost 10 · expensive
Milestone Phase 1 · Vertical slice
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 → Lighting fixtures / emergency lighting Prop P0 cost 7 Not started Priority P0
Category Prop
Cost 7 · moderate
Milestone Phase 1 · Vertical slice
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 → Volumetric fog and darkness Audio/VFX P0 cost 4 Not started Priority P0
Category Audio/VFX
Cost 4 · low
Milestone Phase 1 · Vertical slice
Core to the look. Also a performance cost that stacks with Lumen profile early.
Open file →