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% · 44 items
Phase 1 · Vertical slice
3% · 19 items
Phase 2 · System prototypes
0% · 30 items
Phase 3 · Bulk content
0% · 51 items
Phase 4 · Finale
0% · 2 items
Tracked items 44
Done 0
In progress 0
Not started 44
Assets progress 0 of 44 items complete
Item list 44 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 → 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-1 gear set Character P2 cost 2 Not started Priority P2
Category Character
Cost 2 · low
Milestone Phase 3 · Bulk content
Gear swap. Should read as authority, not fieldwork.
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 → Omega-7 era gear set Character P2 cost 2 Not started Priority P2
Category Character
Cost 2 · low
Milestone Phase 3 · Bulk content
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 operatives Character P2 cost 4 Not started Priority P2
Category Character
Cost 4 · low
Milestone Phase 3 · Bulk content
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 → Able Character P2 cost 19 Not started Priority P2
Category Character
Cost 19 · expensive
Milestone Phase 3 · Bulk content
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 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 → Foundation staff (research, security) Character P2 cost 5 Not started Priority P2
Category Character
Cost 5 · moderate
Milestone Phase 3 · Bulk content
Populates internal facilities. Reuses base rig.
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 → O5 / Ethics Committee presence Character P2 cost 7 Not started Priority P2
Category Character
Cost 7 · moderate
Milestone Phase 3 · Bulk content
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) 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 → 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 → Omega-7 era facility Environment P2 cost 5 Not started Priority P2
Category Environment
Cost 5 · moderate
Milestone Phase 3 · Bulk content
Period re-dress of the Foundation kit. Older signage, older tech, same geometry.
Blockout Modules Materials Lighting In engine Open file → SCP-001 space Environment P3 cost 15 Not started Priority P3
Category Environment
Cost 15 · expensive
Milestone Phase 4 · Finale
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 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 → 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 → 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 → 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 → Office / workstation kit Prop P2 cost 2 Not started Priority P2
Category Prop
Cost 2 · low
Milestone Phase 3 · Bulk content
Desks, chairs, terminals, clutter.
Blockout Model Textures In engine Open file → Foundation vehicles Prop P2 cost 7 Not started Priority P2
Category Prop
Cost 7 · moderate
Milestone Phase 3 · Bulk content
Transport and extraction. Exterior-only is acceptable for most uses.
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 → 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 → 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 → 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.
Open file → Anomaly VFX library Audio/VFX P2 cost 6 Not started Priority P2
Category Audio/VFX
Cost 6 · moderate
Milestone Phase 3 · Bulk content
Shared effects vocabulary so individual anomalies don't each need bespoke work.
Open file → Calculus 2 Homework P2 cost 0 Not started Priority P2
Category —
Cost 0 · low
Milestone Backlog
Absolute Shit
Open file → Zeeky's Therapy Appointment P2 cost 0 Not started Priority P2
Category —
Cost 0 · low
Milestone Backlog
Open file →