Case Study

PlayStation

Extending the PlayStation experience beyond the console.

A second-screen app designed to keep players connected to the game.

Client

PlayStation

Sector

Gaming

Role

UX Lead

Services

UX, Product Design, Multi-device Design, Delivery Leadership

Project overview

Extending the PlayStation experience beyond the console.

DriveClub was one of the flagship launch titles for PlayStation 4, introducing a social, team-based racing experience built around clubs and competition.

Evolution Studios wanted to extend that experience beyond the console. The goal was a second-screen app that allowed players to stay connected, track progress, and interact with their club in real time.

I was brought in to UX and project , designing a multi-device experience across iOS and Android that felt like a natural extension of the PlayStation ecosystem.

The challenge was delivering something new, under tight deadlines, alongside a major console launch.

What was happening

The game was evolving fast. The experience needed to keep up.

Game development is fluid. change, priorities shift, and nothing stays fixed for long.

The second-screen experience had to evolve alongside the game, without falling out of sync.

At the same time, expectations were high. This wasn’t a companion tool. It needed to feel like part of the PlayStation experience, not something bolted on afterwards.

There were also hard deadlines. Press events, demos and launch milestones couldn’t move.

The risk was clear. If the app felt disconnected, or missed key milestones, it would undermine both the product and the launch.

Approach

Design it as part of the game, not alongside it.

The focus was on creating a seamless extension of the console experience.

Close collaboration with Evolution Studios ensured the app evolved in line with the game. , and were aligned continuously, not handed over at the end.

The experience was designed to mirror PlayStation’s design language, maintaining visual and across devices.

At the same time, the app had to stand on its own. Mobile were designed for , making it easy for users to dip in and out without losing .

I managed a of designers and , balancing speed with quality, and adapting quickly as requirements changed.

Every decision was made with one principle in mind. Keep players connected to the game, wherever they were.

Key decisions

Prioritise immersion over feature creep.

A key decision was to focus on making the experience feel connected, rather than overloaded.

It would have been easy to add more , but that risked turning the app into a disconnected utility.

Instead, the focus was on the core experience. Real-time tracking, club and live .

Another important decision was maintaining with the PlayStation ecosystem. The app needed to feel familiar, not reinterpreted.

At the same time, mobile were respected. were adapted for touch, speed and , rather than forcing console patterns onto a different platform.

The balance was simple. Stay true to the game, but design for the device.

Solution

A second-screen experience that extended gameplay.

The result was a mobile and tablet app that allowed players to stay connected to DriveClub beyond the console.

Players could track races in real time, monitor leaderboards, and manage their clubs from anywhere.

The experience felt consistent with PlayStation, creating a seamless transition between console and mobile.

At the same time, it introduced new ways to engage, giving players a reason to stay connected even when they weren’t actively playing.

The app became an extension of the game, not a separate product.

Outcomes

A connected experience delivered at launch.

The app was delivered in line with key milestones, supporting press events, demos and the wider PlayStation 4 launch.

Early from media and the gaming community was positive, particularly around the potential of second-screen .

The experience demonstrated how mobile could enhance , rather than compete with the console.

Strong client led to multiple contract extensions, allowing continued through to launch.

The project set a new benchmark for how companion apps could support and extend gameplay.

Reflection

If it feels separate, it fails.

This project reinforced that second-screen experiences only work if they feel like part of the core product.

Players don’t think in . They think in experiences.

If moving between devices creates or disconnect, drops immediately.

The role of UX here is to remove that boundary. To make the experience feel continuous, regardless of where it’s accessed.

Get that right, and the product becomes bigger than a single screen.

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Previous feedback

Will Parkhouse

Senior Content Designer

01/20