Jonny Severn Design Strategy - Expert Designer & Animator

ABOUT

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 the islands are ransacked each night by Peep-eating creatures. Only you have the power to restore balance.

The defining difference with this project was that Tethered was designed 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 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 create an interface that felt native to the environment—something players could engage with instinctively rather than simply navigate.

Every element needed to feel like part of the world, supporting the game’s broader tone while maintaining immersion and a strong sense of scale. Getting scale and readability right was a particular challenge, as even small errors in size or placement could make an element difficult to read or feel disconnected from the environment.

I was particularly pleased with the interaction logic and feedback I developed, as well as the detailed refinement work 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 version that echoed the game’s environments and gave the identity a more authentic, 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 believe the characters had the potential to resonate strongly with players, although the final marketing placed greater emphasis on the environments.

MADEIT CREDITS

Who pooled - Tethered