2026-05-01 19:54:30 +03:00

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Raw Blame History

Design System Inspired by PlayStation

1. Visual Theme & Atmosphere

PlayStation.com carries itself like the marketing wing of a premium consumer-electronics brand that happens to sell entertainment. The page is organized as a vertical channel of alternating surfaces: a near-black masthead and hero, a sequence of paper-white editorial panels in the middle, and a deep cobalt-blue footer that anchors the entire experience. Between those surface modes the site leans hard on photography and 3D product renders — the PS5 console, game cover art, DualSense controllers — letting the hardware do the emotional work while the chrome stays restrained.

The signature typographic move is SST Light (weight 300) at large sizes. Sony's custom SST family is used from 22px up to 54px in weight 300, giving display headlines a whispered, elegant quality that feels closer to a luxury watch ad than a game store. That "quiet authority" is the exact opposite of The Verge's Manuka shout or Wired's newsstand density — PlayStation wants the type to recede and the product to lead. Body and UI lean on weights 500700, but the display voice is consistently thin and calm.

The one place restraint breaks is interaction. Every primary button has the same hover move: fill swaps to an electric cyan #1eaedb, a 2px white border appears, a 2px PlayStation-blue outer ring blooms behind it, and the entire button scales up 1.2×. That combination of color pop, border, ring, and lift-scale is a signature move unique to Sony among major brands — a miniature "power-on" animation that the site repeats hundreds of times across a single page.

Key Characteristics:

  • Three-surface channel layout: near-black hero, paper-white content, cobalt-blue footer — alternating, never blending
  • SST weight 300 at 2254px for display — "quiet authority" headlines that let product photography lead
  • PlayStation Blue #0070cc as the brand anchor; cyan #1eaedb reserved exclusively for hover/focus states
  • Every interactive element scales 1.2× on hover — a signature "power-on" lift unique to PlayStation
  • Pill buttons at full 999px radius; card art in rounded 1224px rectangles
  • Commerce-orange #d53b00 used exclusively for PlayStation Store / buy-state CTAs
  • Wide breakpoint coverage up to 2120px — the site scales all the way to 4K-TV browsing contexts

2. Color Palette & Roles

Primary (Brand Anchor)

  • PlayStation Blue (#0070cc): The brand's anchor color. Used on the primary footer, inline links, primary button fills on dark surfaces, and every "official" marker. Treat this as immovable — it is the color the brand is most associated with in consumer memory.
  • Console Black (#000000): Pure black for the masthead, hero backdrops, and product presentation zones. PlayStation uses black to frame hardware the way a museum uses black to frame a sculpture.

Secondary & Accent

  • PlayStation Cyan (#1eaedb): The interaction color. Applied ONLY to hover, focus, and active states of buttons and links. Never appears as a default background or a text color at rest. Pair with a 2px #ffffff border and a 2px #0070cc outer ring on hover for the full signature treatment.
  • Link Hover Blue (#1883fd): The brighter variant used on inline text-link hovers. Distinct from Cyan — this is the link color, Cyan is the button color.
  • Dark Link Blue (#0068bd): The link color at rest on light surfaces — a slightly more saturated cousin of the brand blue.

Surface & Background

  • Paper White (#ffffff): Primary content canvas for editorial panels between the masthead and footer.
  • Ice Mist (#f5f7fa): The atmospheric end-stop of the light section-gradient. Used subtly behind certain panels to lift them off pure white.
  • Divider Tint (#f3f3f3): The quiet horizontal-rule color between content rows.
  • Masthead Black (#000000): Top nav and hero canvas — reserved for product-forward zones.
  • Shadow Black (#121314): The starting anchor of the dark section-gradient when a panel needs atmospheric depth.
  • Filter Mist (rgba(245, 247, 250, 0.3)): Translucent background used behind sticky filter bars — the only "glassmorphism" moment on the site.

Neutrals & Text

  • Display Ink (#000000): Primary display headlines on white surfaces.
  • Deep Charcoal (#1f1f1f): Body headlines and link color at rest — slightly softer than pure black to reduce visual ring on large blocks.
  • Body Gray (#6b6b6b): Secondary body text and metadata.
  • Mute Gray (#cccccc): Tertiary labels, disabled states.
  • Placeholder Ink (rgba(0, 0, 0, 0.6)): Form placeholder text — 60% black, not a separate gray value.
  • Inverse White (#ffffff): Primary text on dark and blue surfaces.
  • Dark-Link Blue (#53b1ff): The link color at rest on dark/black surfaces — a lighter airborne variant of PlayStation Blue for legibility on black.

Semantic & Commerce

  • Commerce Orange (#d53b00): Reserved for PlayStation Store buy-state CTAs, price callouts, and "on sale" badges. The only warm color on the site — use sparingly and never outside a commerce context.
  • Commerce Orange Active (#aa2f00): The pressed/active state of commerce buttons.
  • Warning Red (#c81b3a): Form errors and destructive-action warnings.
  • Shadow Wash 80 (rgba(0, 0, 0, 0.8)): The dramatic scrim used behind hero text on product photography.
  • Shadow Wash 16 (rgba(0, 0, 0, 0.16)): Low-weight elevation ring on cards.
  • Shadow Wash 08 (rgba(0, 0, 0, 0.08)): Featherweight card elevation — barely visible but separates white panels from white background.
  • Shadow Wash 06 (rgba(0, 0, 0, 0.06)): The lightest shadow in the system.

Gradient System

PlayStation uses two section gradients and nothing else:

  • Light Section Gradient: from #ffffff#f5f7fa — an almost-imperceptible wash that quietly lifts a panel off the canvas.
  • Dark Section Gradient: from #121314#000000 — a short vertical wash that gives hero panels a subtle vignette without introducing any hue shift.

Both gradients are used only as section backgrounds, never inside components. There are no gradient buttons, no gradient text, no glowing halos. The brand is blue — not blue-to-purple, not blue-to-cyan.

3. Typography Rules

Font Family

  • SST / Playstation SST (Sony, proprietary) — fallback: Arial, Helvetica. Sony's custom global typeface, designed by Toshi Omagari and Akira Kobayashi. Covers weights 300 / 500 / 600 / 700 across the homepage. The weight 300 at 2254px is PlayStation's typographic signature.
  • SST (condensed / alternate) — fallback: helvetica, arial. A compressed variant used in a handful of UI modules where width matters.
  • Arial — utility fallback for the rare button variant that renders in system sans.

Hierarchy

Role Font Size Weight Line Height Letter Spacing Notes
Hero Display (XL) SST 54px / 3.38rem 300 1.25 -0.1px The biggest SST moment on the page — quiet-weight luxury headline
Hero Display (L) SST 44px / 2.75rem 300 1.25 0.1px Secondary hero headlines
Large Display SST 35px / 2.20rem 300 1.25 Feature panel headlines
Mid Display SST 28px / 1.75rem 300 1.25 0.1px Section headings
Compact Display SST 22px / 1.38rem 300 1.25 0.1px Module titles — still in light weight 300
Playstation SST Sub Playstation SST 22.5px / 1.41rem 400 1.30 Promotional sub-heading
UI Heading Small SST 18px / 1.13rem 600 1.00 Tight UI headings
Button / CTA SST 18px / 1.13rem 500 1.25 0.4px Primary button label
Button / Emphasized SST 18px / 1.13rem 700 1.25 0.45px Higher-emphasis CTAs (buy, subscribe)
Button Serif SST 18px / 1.13rem 600 1.50 Secondary button label
Body Relaxed SST 18px / 1.13rem 400 1.50 0.1px Standard reading body
Link Body SST 18px / 1.13rem 400 1.50 Inline link text
Compact Button SST 14px / 0.88rem 700 1.25 0.324px Mini CTAs in cards
Utility Caption SST 14px / 0.88rem 500 1.50 Captions, tag labels
Caption Body SST 14px / 0.88rem 400 1.50 Standard metadata
Playstation Caption Bold Playstation SST 14px / 0.88rem 700 1.40 Emphasized caption
Playstation Caption Mid Playstation SST 14px / 0.88rem 600 1.40 Semi-bold caption
Playstation Button Playstation SST 14.4px / 0.90rem 700 1.00 0.144px UI button with tight leading
Playstation Tab Playstation SST 14px / 0.88rem 400 1.10 0.14px Tab/pill label
Playstation Compact Caption Playstation SST 12.8px / 0.80rem 400 1.10 Smallest UI caption
Micro Caption SST 12px / 0.75rem 500 1.50 Footer microcopy, legal text
Compact Caption Bold SST 12.06px / 0.75rem 700 1.50 Emphasized micro text

Principles

  • Weight 300 at large sizes is the voice. PlayStation is the only major console brand that uses a light-weight display for its hero headlines. Resist the urge to "upgrade" display type to 500 or 700 — the quietness is the personality.
  • Weight jumps at the UI layer. Below 18px the system shifts to 500700 for legibility. The weight gradient from 300 (display) → 400 (body) → 500 (captions) → 700 (buttons) is the hierarchy.
  • Letter-spacing is barely-there. Most values are 0.10.45px, either positive or slightly negative. The -0.1px on the 54px hero tightens the display type just enough to read as "designed" without becoming a typographic statement.
  • Two SST casings. "SST" and "Playstation SST" are functionally the same family with slightly different metric sets (Playstation SST is tighter at small sizes). Treat them as interchangeable for purposes outside Sony's internal licensing.
  • No all-caps. Unlike The Verge or Wired, PlayStation rarely uses UPPERCASE labels. Kickers and tags stay in title case or sentence case — another "quiet authority" move.
  • No serif anywhere. The entire system is sans. There is no print-voice counterpoint.

4. Component Stylings

Buttons

Primary — PlayStation Blue Pill

  • Background: #0070cc (PlayStation Blue)
  • Text: #ffffff, SST 18px / 500 / 0.4px tracking
  • Border: none at rest
  • Border radius: 999px — full pill
  • Padding: ~12px 24px (variable based on size class)
  • Outline: rgb(255, 255, 255) none 0px at rest
  • Hover (signature move):
    • Background fills to #1eaedb (PlayStation Cyan)
    • Text stays #ffffff
    • 2px #ffffff border appears
    • 2px #0070cc outer ring shadow blooms (0 0 0 2px #0070cc)
    • transform: scale(1.2) — the button actually grows 20%
  • Active: opacity: 0.6 — a quick dim to signal press
  • Focus: Same as hover, but the ring turns into rgb(0, 114, 206) 0px 0px 0px 2px focus shadow
  • Transition: ~180ms ease on background, transform, and shadow

Secondary — White Outline on Dark

  • Background: #ffffff
  • Text: #0172ce (PlayStation Blue variant)
  • Border: 2px outset #000000 — a genuine outset border, which is extremely rare in modern CSS
  • Radius: varies (often 999px or 36px)
  • Padding: 16px 20px
  • Hover: same signature cyan fill + scale(1.2) + ring treatment
  • Focus: same ring treatment

Commerce Orange

  • Background: #d53b00 (Commerce Orange)
  • Text: #ffffff, SST 18px / 700 / 0.45px tracking
  • Border radius: 999px — pill
  • Used only on PS Store / Buy / Subscribe Plus CTAs
  • Active: background darkens to #aa2f00
  • Hover: follows the cyan-invert rule like all other buttons (NOT an orange-specific hover)

Transparent Ghost

  • Background: transparent
  • Text: #1f1f1f (Deep Charcoal)
  • Border: 1px solid #dedede
  • Padding: 0 10px (tight, nav-optimized)
  • Hover: cyan fill, white text, 2px white border, scale(1.2)
  • Active: text shifts to #0072ce, opacity 0.6

Icon Circle

  • Background: rgba(0, 0, 0, 0.2) on photography; #ffffff on light surfaces
  • Border radius: 100% — perfect circle
  • Used for carousel prev/next arrows and share buttons
  • Hover: lightens to var(--color-role-backgrounds-primary-link-hover) (roughly #e5e5e5 on light)

Mini CTA (In-card)

  • SST 14px / 700 / 0.324px tracking
  • Padding ~8px 16px
  • Radius: 999px
  • Used inside game cards for "Buy Now" / "Add to Cart" mini CTAs

Cards & Containers

Hero Card (Game Feature)

  • Background: photography/render — usually black-anchored
  • Border radius: 24px or 19px for feature cards
  • Padding: 3248px interior
  • Shadow: rgba(0, 0, 0, 0.8) 0px 5px 9px 0px — a dramatic drop-shadow only used when a card overlaps the hero photography
  • Hover: subtle scale transform, cyan outline appears on primary CTA

Game Cover Tile

  • Background: game cover art, unpadded
  • Border radius: 12px or 13px (images) / 19px (card frame)
  • Shadow: rgba(0, 0, 0, 0.08) 0px 5px 9px 0px — feather-weight elevation
  • Hover: the card's primary CTA lights up cyan, the card itself may scale 1.02×
  • Transition: 200ms ease on transform

Content Panel (White)

  • Background: #ffffff or the light section gradient #ffffff → #f5f7fa
  • Border: typically none; separated from neighbors by spacing and subtle shadows
  • Radius: 12px24px depending on panel hierarchy
  • Shadow: rgba(0, 0, 0, 0.06) 0px 5px 9px 0px — the lightest in the system

Dark Card on Dark

  • Background: rgba(0, 0, 0, 0.2) over photography
  • Border radius: 6px (compact) or 24px (feature)
  • Used for "press kit" or "stat block" inlays over hero video

Inputs & Forms

  • Default: #ffffff background, 1px solid #cccccc border, 3px border radius (tighter than the rest of the system — inputs are the one place where PlayStation gets genuinely compact), SST 16px text in #1f1f1f, placeholder rgba(0, 0, 0, 0.6).
  • Focus: 2px #0070cc focus ring via box-shadow: 0 0 0 2px #0070cc. No border-color change — the ring does the work.
  • Error: border and text shift to #c81b3a (Warning Red), inline error text below in the same red.
  • Transition: ~180ms ease on border and shadow.

Navigation

  • Top nav: black (#000000) full-bleed strip with the PlayStation logo (white) left-aligned, category links centered in SST 1416px / 500, and a small "Sign In" CTA right-aligned.
  • Hover on nav link: color transitions from #ffffff to #1883fd (Link Hover Blue), no underline.
  • Active section: marked by a subtle 2px underline in #0070cc.
  • Mobile: nav collapses to a hamburger drawer. Inside the drawer, links stack vertically with 16px gaps and 20px horizontal padding.
  • Sticky behavior: the nav stays pinned at the top on scroll; when it enters a light-surface zone it does not invert — it stays black-backed throughout.

Image Treatment

  • Aspect ratios: 16:9 hero video/photography, 1:1 console renders, 3:4 game cover art, 4:3 lifestyle imagery.
  • Corners: rounded to 12px, 13px, or 24px depending on card context. Game covers get 612px, hero images get 24px.
  • Full-bleed: only in the masthead hero and footer promotional banners. Everything else sits inside a padded content column.
  • Shadow: dramatic rgba(0, 0, 0, 0.8) 0 5px 9px 0 drop on heroes, feather rgba(0, 0, 0, 0.06) 0 5px 9px 0 on grid tiles.
  • Hover: image stays static, the card frame and primary CTA respond.
  • Lazy loading: loading="lazy" on everything below the fold, eager on the masthead hero.

Game Store Pill (Distinctive)

  • Background: #ffffff
  • Text: #000000, SST 14px / 500
  • Padding: 14px 18px
  • Radius: 9999px — full pill
  • A neutral pill tag that sits next to game covers to label platform ("PS5", "PS4", "PSVR2"). White-on-dark contrast.

5. Layout Principles

Spacing System

  • Base unit: 8px.
  • Scale: 1, 2, 3, 4.5, 5, 8, 9, 10, 12, 14, 15, 16, 18, 20, 21px.
  • Section padding: 4896px vertical between major panels. Hero-to-content transitions use the larger end.
  • Card padding: 2032px interior. Feature hero cards can expand to 48px.
  • Inline spacing: 812px between headline and deck, 1216px between deck and CTA.
  • Micro-scale: The 1/2/3/4.5/5/9/10/12 values are used for pill padding, caption spacing, and border offsets — not for editorial rhythm.

Grid & Container

  • Max width: ~1920px (dembrandt detected breakpoints up to 2120px). Container caps typically around 12801920px depending on panel.
  • Column patterns: 12-column responsive grid that resolves into 3/4/6-column game tile rows depending on hierarchy. Hero zones often span 12 columns; featured tiles sit in 6+3+3 or 4+4+4 configurations.
  • Outer padding: 16px mobile → 48px tablet → 6496px desktop.
  • Gutters: 1624px between columns, tighter (812px) inside tile clusters.

Whitespace Philosophy

PlayStation treats whitespace like a luxury brand treats store lighting — as a premium signal. There is noticeably more vertical breathing room between modules than on any other major retail site, and the white editorial panels often hold only one headline + one image + one CTA at hero-scale padding. The effect is a "gallery pace" where each product gets its own room rather than competing in a grid of thumbnails.

Border Radius Scale

  • 2px — cookie banner buttons and small admin UI
  • 3px — form inputs, tab panels (tighter than everything else — a deliberate "functional UI" cue)
  • 6px — compact buttons and inline images
  • 12px — standard game cover images and content images
  • 13px — certain figure wrappers (a 1px offset from 12px for nesting)
  • 19px — feature cards
  • 20px — inline tag spans
  • 24px — hero cards, primary feature frames
  • 36px — full-pill nav and secondary button variants
  • 48px — large feature buttons
  • 999px / 100% — full pill primary buttons and circular icon buttons

Eleven discrete radius values — one of the richest radius systems of any site in this catalog. The range exists because PlayStation deliberately uses different radii for different hierarchies: 3px for utility, 12px for media, 24px for features, 999px for CTAs.

6. Depth & Elevation

Level Treatment Use
0 No shadow Default content on #ffffff
1 rgba(0, 0, 0, 0.06) 0 5px 9px 0 Feather-light editorial panel lift
2 rgba(0, 0, 0, 0.08) 0 5px 9px 0 Standard grid tile elevation
3 rgba(0, 0, 0, 0.16) 0 5px 9px 0 Emphasized card (hover or active)
4 rgba(0, 0, 0, 0.8) 0 5px 9px 0 Hero overlay shadow — dramatic drop used over photography
5 0 0 0 2px #0070cc (focus ring) Primary button focus state
6 0 0 0 2px #000000 (hover ring) Secondary button hover ring
7 Section gradient #121314 → #000000 Atmospheric depth on dark hero panels

PlayStation's depth philosophy is layered but restrained. The shadow scale runs from 0.06 to 0.16 for normal states, then jumps to 0.8 for hero drops — there is no 0.2, 0.3, 0.4 middle ground. The effect is that most of the page sits almost flat, but when a hero card needs to float over photography, it genuinely floats. Elevation is either whispered or shouted, never muttered.

Decorative Depth

  • Section gradients (dark and light, both described above) — used only as section backgrounds
  • Focus/hover rings at 2px, always blue or cyan depending on state
  • No glows, blurs, or atmospheric effects beyond the two section gradients
  • No gradient buttons or text — the visual system is solid color blocks everywhere except section transitions

7. Do's and Don'ts

Do

  • Do use PlayStation Blue (#0070cc) as the primary CTA fill and the footer anchor. It is the brand's anchor color.
  • Do use SST weight 300 for every display headline 22px and above. The quiet-weight headline is the voice.
  • Do apply the full hover signature to every primary button: cyan fill + 2px white border + 2px blue outer ring + scale(1.2).
  • Do use full-pill radius (999px) on primary and commerce buttons.
  • Do reserve PlayStation Cyan (#1eaedb) exclusively for hover, focus, and active states — never as a resting background.
  • Do use Commerce Orange (#d53b00) only on PlayStation Store / purchase CTAs and price callouts.
  • Do alternate dark hero panels with white content panels and anchor with a deep blue footer — the three-surface channel layout is the page rhythm.
  • Do use dramatic rgba(0, 0, 0, 0.8) hero drop shadows when a card overlaps product photography.
  • Do keep the top nav black on every scroll position — it does not invert to white over light panels.

Don't

  • Don't bold display headlines. Weight 300 at 2254px is the PlayStation voice. Weight 700 display type reads as "another game retailer".
  • Don't use ALL-CAPS labels or kickers. PlayStation rarely uses uppercase — it is a quiet-authority brand, not a hazard-tape one.
  • Don't use gradient buttons, text, or backgrounds outside the two declared section gradients.
  • Don't introduce warm colors outside Commerce Orange. No red CTAs, no yellow highlights, no green success pills.
  • Don't use square corners on buttons or media. The system has eleven radii — pick one, but never 0.
  • Don't skip the scale(1.2) hover move on primary buttons. The lift-scale is a brand interaction signature.
  • Don't use serif type. The system is 100% SST sans.
  • Don't let cyan #1eaedb appear as a text or background color at rest. It only exists in motion.
  • Don't design panels that fight for attention. PlayStation's whitespace rhythm gives each module its own "gallery room".

8. Responsive Behavior

Breakpoints

Name Width Key Changes
Small Mobile <400px Single column, nav collapses to hamburger, SST hero scales to ~28px
Mobile 400599px Single column, tiles stack full-width, padding opens to 16px
Large Mobile 600767px Still single column but 2-column tile option in select modules
Tablet Portrait 7681023px 2-column game grid, nav still condensed
Tablet Landscape 10241279px 34 column grid, full nav restored
Desktop 12801599px Full editorial grid, max hero display scale (4454px)
Large Desktop 16001919px Container caps at 1600px, margins expand
4K / Big-Screen ≥1920px Container expands to 1920px max, hero content scales up to match TV viewing distance
Ultra-Wide ≥2120px Extreme breakpoint — page stays anchored, outer margins absorb extra width

The dembrandt sweep detected 30 breakpoints between 320px and 2120px — an unusually wide responsive range. PlayStation tunes specifically for big-screen contexts (19202120px) because PS5 owners frequently browse the site on TVs via the console's browser or via cast-to-TV from a phone. Most retail sites stop tuning at 1440px; PlayStation keeps tuning through 4K.

Touch Targets

  • Primary pill buttons are ~4856px tall (SST 18px text + ~1216px vertical padding) — comfortably WCAG AAA.
  • Nav links are smaller (~3240px tall) at desktop; on mobile they pad out to 48px+ inside the drawer.
  • Icon circle buttons are 4048px — touch-friendly.

Collapsing Strategy

  • Nav: full nav → condensed → hamburger drawer as viewport narrows. Logo stays pinned left; CTA stays pinned right.
  • Grid: 6-col → 4-col → 3-col → 2-col → 1-col. Game tile cards reflow without cropping cover art.
  • Spacing: section padding tightens from 96px → 64px → 48px → 32px → 24px as viewport narrows.
  • Type: SST hero scales from 54px → 44px → 35px → 28px → 22px. The light weight 300 is preserved at every size.
  • Hero photography: art-direction swap — desktop uses wide 16:9 crops, mobile uses 4:3 or 1:1 crops with the product centered.

Image Behavior

  • Responsive raster (srcset + <picture> with art-direction), aspect ratios preserved per breakpoint.
  • 4K-ready: the site serves high-density imagery at 1920px+ to avoid upscaling on TV browsing.
  • loading="lazy" on everything below the fold; hero is eager with a preload hint.

9. Agent Prompt Guide

Quick Color Reference

  • Primary CTA: "PlayStation Blue (#0070cc)"
  • Hover / Focus Accent: "PlayStation Cyan (#1eaedb)"
  • Background (White Surface): "Paper White (#ffffff)"
  • Background (Dark Surface): "Console Black (#000000)"
  • Heading Text on White: "Display Ink (#000000)"
  • Body Text on White: "Deep Charcoal (#1f1f1f)"
  • Body Text on Black: "Inverse White (#ffffff)"
  • Commerce / Buy Accent: "Commerce Orange (#d53b00)"
  • Footer Anchor: "PlayStation Blue (#0070cc)"

Example Component Prompts

  1. "Create a primary CTA button with a #0070cc PlayStation Blue fill, white text in SST 18px / 500 / 0.4px tracking, 999px border radius, 12px × 24px padding. On hover, the background transitions to #1eaedb PlayStation Cyan, a 2px #ffffff border appears, a 2px #0070cc outer ring blooms via box-shadow, and the entire button scales 1.2× — all in a 180ms ease transition."
  2. "Design a hero panel on a #000000 Console Black canvas with a 54px SST weight 300 headline in #ffffff with -0.1px letter-spacing and 1.25 line-height. Place a single primary CTA below with the standard PlayStation hover treatment. No ALL-CAPS labels anywhere."
  3. "Build a game cover tile: 3:4 aspect ratio image with 12px border radius, feather-weight rgba(0, 0, 0, 0.08) 0 5px 9px 0 drop shadow, a 14px SST 700 title below, a 12px SST 500 platform tag, and a mini 14px / 700 / 0.324px tracking primary CTA in PlayStation Blue."
  4. "Create a commerce pill button for a PlayStation Store purchase: #d53b00 Commerce Orange fill, #ffffff text in SST 18px / 700 / 0.45px tracking, 999px radius, 12px × 28px padding. Active state darkens to #aa2f00. Hover follows the standard cyan-invert with 1.2× scale."
  5. "Design a white content panel between dark hero sections: #ffffff background with the subtle #ffffff → #f5f7fa light section gradient, 24px border radius, 48px interior padding, feather-weight rgba(0, 0, 0, 0.06) 0 5px 9px 0 elevation, a 35px SST 300 headline, a 18px body paragraph, and a single primary CTA."

Iteration Guide

When refining existing screens generated with this design system:

  1. Audit display weight. Every headline 22px and above should be SST weight 300. If you see weight 500 or 700 at hero scale, you've lost the PlayStation voice.
  2. Audit the hover treatment. Every primary button must scale 1.2× on hover with the cyan-fill + white-border + blue-ring combination. Miss any of those four and the interaction signature breaks.
  3. Audit corners. Every container and button should land on 2, 3, 6, 12, 13, 19, 20, 24, 36, 48, or 999px / 100%. Square corners break the voice.
  4. Audit color sprawl. Only PlayStation Blue (#0070cc), Cyan (#1eaedb), Commerce Orange (#d53b00), and the declared grays/blacks/whites should appear in chrome. If you see any other hue, correct it.
  5. Audit surface alternation. The page should alternate dark hero → white content → dark hero → white content → blue footer. If two same-surface panels are adjacent, insert a transition.
  6. Audit casing. Sentence case and title case only. No ALL-CAPS labels, buttons, or kickers. If you see uppercase, convert it.
  7. Audit shadow weight. Shadow opacity should land on 0.06 / 0.08 / 0.16 / 0.8 — nothing in between. If you see 0.1, 0.2, 0.3, 0.5 drop shadows, correct to the nearest declared tier.
  8. Audit whitespace. If two modules feel "competitive" (fighting for attention), add 4896px of vertical breathing room. PlayStation's gallery-pace rhythm is non-negotiable.