Doc PZ-TRK-0001rev 8aff382Modified 2026-08-21

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 items16
Done0
In progress2
Not started14
Campaign progress
0 of 16 items complete
16 items
  1. 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 →
  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. 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 →
  4. 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 →
  5. 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 →
  6. 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 →
  7. 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 →
  8. 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 →
  9. 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 →
  10. 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 →
  11. 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 →
  12. Player controller and locomotionSystemP0cost 0Not started
    PriorityP0
    CategorySystem
    Cost0 · low
    PhasePhase 1
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  13. Flashlight and lighting rigSystemP0cost 0Not started
    PriorityP0
    CategorySystem
    Cost0 · low
    PhasePhase 1
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  14. Containment interaction systemSystemP0cost 0Not started
    PriorityP0
    CategorySystem
    Cost0 · low
    PhasePhase 1
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  15. UI shell (no HUD doctrine)SystemP0cost 0Not started
    PriorityP0
    CategorySystem
    Cost0 · low
    PhasePhase 1
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  16. Act IActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 1

    Delta-5, public containment in daylight

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