I created concept art and visual development for Argos Town and the security room in Secret Level, The Outer Worlds: The Company We Keep.
For Argos Town, I wanted the environment to feel like a corporate frontier settlement that had been used, reused and slowly worn down. The town needed signs of life, but also a sense of neglect and quiet decay. I treated broken ship parts, tanks and industrial shells almost like dead architecture, cutting them open and exposing rib-like structures to give the landscape a feeling of rot, memory and abandonment.
Argos Town, final concept design
The emotional direction was important to me. I wanted the town to feel populated, but not hopeful. A lot of the work was about balancing that contrast: a functioning town on the surface, and underneath it a feeling of rot, pressure and slow collapse.
Argos Town, layout and value explorations
The security room explored another side of the same world. I mixed sci-fi control systems with older submarine and industrial design language, building a space that felt functional, enclosed and oppressive. The goal was not clean technology, but a room shaped by pressure, surveillance and old machinery.
Security Room, interior design