Argos Town Designs for Secret Level

The Outer Worlds: The Company We Keep

Concept Art Visual Development Environment Design

Argos Town was never meant to feel like a heroic sci-fi settlement. I approached it as a place that still functions on the surface, but emotionally feels exhausted, polluted and slowly forgotten.

I created concept art and visual development for Argos Town and the security room in Secret Level, The Outer Worlds: The Company We Keep. The work started from the emotional tone of the sequence: a corporate frontier town shaped by labor, poverty, extraction and quiet decay.

Argos Town concept art by Alex Pi for Secret Level The Outer Worlds Argos Town, final concept design

From Script to Emotional Map

Before thinking about individual structures, I tried to understand the emotional pressure of the place. The scene was set on a polluted planet, in a mining town where workers return from exhausting labor. The world had to carry the feeling of corporate control, poverty and routine survival.

The key question for me was simple: what would I feel if I lived here, if I was one of those people walking back through the town every day?

Depression overcast light, dirt, fog, desaturated color
Oppression heavy cliffs, small human figures, compressed space
Anxiety green-brown-gray palette, smoke, industrial debris
Hopelessness closed town structure, weak neon, repetitive buildings
Decay rust, trash, broken shells, dead machinery
Melancholy soft haze, distant lights, traces of life

Designing a Town That Feels Used Up

For Argos Town, I wanted the environment to feel populated, but not hopeful. There are roads, lights, buildings and people moving through the space, but the town itself feels tired. It feels like a place that keeps working because it has to, not because there is any future in it.

I treated the industrial debris around the town almost like dead architecture. Broken ship parts, tanks and large metal shells were cut open and arranged in a way that could suggest ribs, carcasses and old machinery left to rot in the landscape. I did not want the decay to feel decorative. I wanted it to feel like the town had absorbed years of labor, waste and neglect.

Layout and Value Explorations

The black-and-white passes were used to search for scale, value structure and the feeling of the town before pushing the final color. At this stage, the main question was not detail, but pressure: how small the people should feel, how heavy the cliffs should be, and how much of the town should disappear into dust and haze.

Black and white Argos Town environment design exploration by Alex Pi
Black and white Argos Town environment design exploration by Alex Pi Black and white Argos Town environment design exploration by Alex Pi
Argos Town, layout and value explorations

Color, Dirt and Quiet Collapse

The palette was built around muted green, brown and gray tones. I wanted the color to feel polluted and slightly sick, but not theatrical. The town still needed to feel believable, so the mood had to come from restrained choices: dirty atmosphere, weak light, cold haze, rusted surfaces and small signs of human presence.

A lot of the image was about balancing two ideas: life and collapse. The town is not abandoned. People still live and work there. But emotionally, it feels like a place where everything has already been spent.

The Security Room

The security room explored a different side of the same world. If Argos Town was about public exhaustion, this interior was about control.

I mixed sci-fi control systems with older submarine and industrial design language. I wanted the room to feel functional, enclosed and slightly oppressive, with dense panels, old screens, cables and a central desk that feels more like a command object than a piece of furniture.

The goal was not clean technology. It was technology shaped by surveillance, pressure and bureaucracy.

Security room concept art by Alex Pi for Secret Level The Outer Worlds Security Room, interior design
Project Secret Level, The Outer Worlds: The Company We Keep
Role Concept Art / Visual Development
Work Argos Town design, value explorations, environmental mood development, security room interior design
Focus Corporate frontier decay, emotional worldbuilding, security room design
Studio Terraform Studios / Goodbye Kansas
Director Bengt-Anton Runsten
Art Director Dan Fadness
Creative Director Finnian MacManus