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 items30
Done0
In progress0
Not started30
Campaign progress
0 of 30 items complete
30 items
  1. 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 →
  2. 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 →
  3. 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 →
  4. 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 →
  5. 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 →
  6. 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 →
  7. 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 →
  8. 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 →
  9. 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 →
  10. 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 →
  11. 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 →
  12. 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 →
  13. 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 →
  14. 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 →
  15. 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 →
  16. 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 →
  17. Crates, gurneys, storagePropP1cost 2Not started
    PriorityP1
    CategoryProp
    Cost2 · low
    PhasePhase 2

    Generic set dressing, reused everywhere.

    • Blockout
    • Model
    • Textures
    • In engine
    Open file →
  18. 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.

    • Designed
    • Implemented
    • Mixed
    Open file →
  19. 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.

    • Designed
    • Implemented
    • Mixed
    Open file →
  20. 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.

    • Designed
    • Implemented
    • Mixed
    Open file →
  21. 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.

    • Designed
    • Implemented
    • Mixed
    Open file →
  22. 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.

    • Designed
    • Implemented
    • Mixed
    Open file →
  23. Inventory and loadoutSystemP1cost 0Not started
    PriorityP1
    CategorySystem
    Cost0 · low
    PhasePhase 2
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  24. Mission and objective flowSystemP1cost 0Not started
    PriorityP1
    CategorySystem
    Cost0 · low
    PhasePhase 2
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  25. Save and checkpointSystemP1cost 0Not started
    PriorityP1
    CategorySystem
    Cost0 · low
    PhasePhase 2
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  26. Audio propagationSystemP1cost 0Not started
    PriorityP1
    CategorySystem
    Cost0 · low
    PhasePhase 2
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  27. AI perception and behaviourSystemP1cost 0Not started
    PriorityP1
    CategorySystem
    Cost0 · low
    PhasePhase 2
    • Prototype
    • Implementation
    • Tuning
    • In engine
    Open file →
  28. Act IIActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 2

    Eta-5, tracking in the open

    • Whitebox
    • Scripting
    • Art pass
    • Playtest
    Open file →
  29. Act IIIActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 2

    Eta-5, the Insurgency shows its hand

    • Whitebox
    • Scripting
    • Art pass
    • Playtest
    Open file →
  30. InterstitialsActP1cost 0Not started
    PriorityP1
    CategoryAct
    Cost0 · low
    PhasePhase 2

    Alpha-4, the postal service

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