In Tethered, you play as a god watching over a series of floating islands and their small inhabitants, known as Peeps. What begins as paradise quickly descends into chaos, as Peep-eating creatures ransack the islands each night. Only you have the power to restore balance.
The defining aspect of the project was that Tethered was created specifically for VR across PlayStation and Oculus platforms.
I was responsible for the game’s branding, UI and UX. The visual approach was bold and clean, designed to complement the game’s aesthetic and tone without dominating the experience.
Working in VR opened up an entirely new creative space, creating fresh opportunities for interaction and feedback. The challenge was to design an interface that felt native to the environment—something players could engage with instinctively rather than simply navigate.
Unlike the screen-facing interfaces found in conventional games, Tethered’s UI elements were embedded directly into the world. Every element needed to feel like a natural part of the environment while preserving immersion and a strong sense of scale. Scale, contrast and colour were therefore critical, as getting any of them wrong could make elements difficult to read or leave them feeling disconnected from their surroundings.
I was particularly pleased with the interaction logic and feedback systems I developed, as well as the detailed refinement I brought to the overall experience.
When I joined the project, a rough, flat logo was already in place. I reworked it into a three-dimensional identity that echoed the floating environments and gave the game a more distinctive, authentic and high-end feel.
For the marketing and key art, I always felt the game could have leaned further into the charm and personality of the Peeps, much as Lemmings did in its day. I believed the characters had the potential to form a stronger emotional connection with players, although the final marketing placed greater emphasis on the environments.

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