In Tethered you play as a god watching over floating islands and the small creatures known as Peeps. What begins as paradise quickly falls into chaos, with the world ransacked each night by Peep-eating creatures. Only you have the power to restore balance.
I was responsible for the game’s branding, UI and UX. The UI was bold and clean, designed to complement the game’s aesthetic and tone rather than dominate it. Working in VR opened up an entirely new creative space, offering fresh opportunities for interaction and feedback. The challenge was to design an interface that felt native to the environment, something players could instinctively engage with rather than simply navigate. Every UI element needed to feel part of the world and support the game’s broader tone, maintaining immersion and a strong sense of scale.
I was particularly happy with some of the interaction feedback and logic I created, and the refinement work I carried out. When I joined the project, there was already a rough flat logo in place, which I reworked into a 3D version that echoed the game’s environments and gave it a more authentic, high-end feel.
In terms of marketing and key art, I always felt the game should have leaned more into the charm of the Peeps, much like Lemmings did back in the day. I think they would have resonated more with players than the management’s focus on the environments.

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