Unified content pipeline
What if the hardest part of making a game was actually publishing it? PlayStation needed a complete rethink of how creators submit, price, and distribute content.
Objectives & outcomes
Key Objectives
- Consolidate three legacy platforms into one unified experience
- Simplify the content submission and pricing process
- Eliminate data entry duplication
- Serve both large publishers and independent developers
Outcomes
- Three platforms consolidated into a single, seamless experience
- Simplified user journey and streamlined submission process
- Removed data entry duplication entirely
- Delivered a publishing tool accessible to both enterprise publishers and solo developers
Redefining content publishing at scale
How do you consolidate three obsolete platforms into a single experience, when the requirements are complex, the scope keeps shifting, and every user journey is different?
Key contributions
First and lead product designer on the project. Defined the design process, mapped user journeys, set the direction for IA, interaction patterns, and UI, end-to-end from discovery through delivery.
- Research & discovery
Ran workshops with external agencies, internal stakeholders, and customers. Translated complex, abstract requirements into clear, visual deliverables the whole team could rally around. - Core workflows
Designed detailed wireflows that served as source of truth for development. Created a price availability calendar with inline validation, replacing a clunky save-to-validate process with real-time, colour-coded feedback. - Simplifying onboarding
Broke a massive single-page submission form into digestible sections with draft saving, a small change that made a big difference for publishers.
Process overview
Involved across every phase, discovery, workshops, requirements gathering, IA, wireframing, prototyping, user testing, and handoff. Contributed or owned each activity rather than passing work along the chain.

Validation-driven decisions
"As a lead designer, he was a source of inspiration and motivation in the team, especially when the going got tough. He is willing to go an extra mile to ensure quality is never traded off. The passion he puts into his work and his ability to communicate ideas and win people over gives him an edge"
Gabriele Ciaccasassi
Programme Manager at PlayStation
The problem
The legacy platform was slow, confusing, and actively disliked by users, limiting adoption and scalability.
- Poor navigation and fragmented user journeys
- Obsolete UI unable to support growing data volume and feature complexity
- Broad user base with vastly different skill levels and needs
Legacy platforms
Yes, users had to swtich through three different platforms, and often enter data twice.

Journey mapping


User Research
Part of a cross-functional team across numerous workshops with distributed stakeholders — aligning on priorities, mapping flows, and turning scattered requirements into something the team could actually design from.


Defining architecture

Team player
"Przemek can work solo or collaboratively with others and is a good team player who is open to feedback and criticism. He always seeks to validate his designs with the team, and stakeholders and conducts User Testing sessions."
Venessa Bennett
Vodafone, Design Manager