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% · 22 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 22
Done 0
In progress 0
Not started 22
Assets progress 0 of 116 cost complete
Item list 22 items
Eta-5 gear set Character P1 cost 2 Not started Priority P1
Category Character
Cost 2 · low
Milestone Phase 2 · System prototypes
Gear swap. Field/tracking loadout.
Blockout High poly Retopo Textures Rig and skin In engine Open file → Eta-10 gear set Character P1 cost 4 Not started Priority P1
Category Character
Cost 4 · low
Milestone Phase 2 · System prototypes
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-4 civilian / postal uniform Character P1 cost 3 Not started Priority P1
Category Character
Cost 3 · low
Milestone Phase 2 · System prototypes
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 → Civilian crowd set Character P1 cost 8 Not started Priority P1
Category Character
Cost 8 · moderate
Milestone Phase 2 · System prototypes
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 / coworkers Character P1 cost 7 Not started Priority P1
Category Character
Cost 7 · moderate
Milestone Phase 2 · System prototypes
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 NPC Character P1 cost 7 Not started Priority P1
Category Character
Cost 7 · moderate
Milestone Phase 2 · System prototypes
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 → Casualties / remains Character P1 cost 4 Not started Priority P1
Category Character
Cost 4 · low
Milestone Phase 2 · System prototypes
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 → Wilderness / open terrain Environment P1 cost 8 Not started Priority P1
Category Environment
Cost 8 · moderate
Milestone Phase 2 · System prototypes
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 interior Environment P1 cost 10 Not started Priority P1
Category Environment
Cost 10 · expensive
Milestone Phase 2 · System prototypes
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 facility Environment P1 cost 9 Not started Priority P1
Category Environment
Cost 9 · moderate
Milestone Phase 2 · System prototypes
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 bay Environment P1 cost 5 Not started Priority P1
Category Environment
Cost 5 · moderate
Milestone Phase 2 · System prototypes
Extends the sorting facility. Shares its kit.
Blockout Modules Materials Lighting In engine Open file → Delivery vehicle (int + ext) Environment P1 cost 7 Not started Priority P1
Category Environment
Cost 7 · moderate
Milestone Phase 2 · System prototypes
Interior needs to be playable, not just a prop. Confined space work.
Blockout Modules Materials Lighting In engine Open file → Emptied containment site Environment P1 cost 6 Not started Priority P1
Category Environment
Cost 6 · moderate
Milestone Phase 2 · System prototypes
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 → Parcel / package set Prop P1 cost 2 Not started Priority P1
Category Prop
Cost 2 · low
Milestone Phase 2 · System prototypes
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 / conveyors Prop P1 cost 11 Not started Priority P1
Category Prop
Cost 11 · expensive
Milestone Phase 2 · System prototypes
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 → Documents, files, paper Prop P1 cost 1 Not started Priority P1
Category Prop
Cost 1 · low
Milestone Phase 2 · System prototypes
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, storage Prop P1 cost 2 Not started Priority P1
Category Prop
Cost 2 · low
Milestone Phase 2 · System prototypes
Generic set dressing, reused everywhere.
Blockout Model Textures In engine Open file → Spatial audio propagation system Audio/VFX P1 cost 5 Not started Priority P1
Category Audio/VFX
Cost 5 · moderate
Milestone Phase 2 · System prototypes
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/VFX P1 cost 3 Not started Priority P1
Category Audio/VFX
Cost 3 · low
Milestone Phase 2 · System prototypes
One per environment. Cheap, and it does more for dread than geometry does.
Open file → Anomaly audio vocabulary Audio/VFX P1 cost 4 Not started Priority P1
Category Audio/VFX
Cost 4 · low
Milestone Phase 2 · System prototypes
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 audio Audio/VFX P1 cost 3 Not started Priority P1
Category Audio/VFX
Cost 3 · low
Milestone Phase 2 · System prototypes
Conversation stopping, someone noticing, a supervisor approaching. The suspicion system has no meter, so this audio IS the feedback.
Open file → Damage, destruction, gore VFX Audio/VFX P1 cost 5 Not started Priority P1
Category Audio/VFX
Cost 5 · moderate
Milestone Phase 2 · System prototypes
No platform restrictions on Unreal, so the ceiling is ours to set. Decide the ceiling deliberately rather than by default.
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