Product Designer, Monterosa, Channel 4, Endemol

Million Pound Drop: Making shouting at the TV count

Turning live television into a national, real-time game night

Context and Challenge

Channel 4 and Endemol wanted to answer a bold question:

What if people at home could play the million-pound game at the same time as the contestants in the studio?

Viewers were already shouting answers at the TV. The challenge was transforming that instinct into a synchronised, high-stakes digital experience that matched the tension, speed, and drama of the broadcast.

To make this reality we needed to deliver:

  • Perfect real-time sync between studio and sofa

  • Gameplay that felt physical and consequential

  • Infrastructure capable of supporting hundreds of thousands of simultaneous players

  • Zero friction: anyone could join instantly

The Million Pound Drop became one of the first large-scale second-screen experiences attempted on live television.

Insight

People were already “playing”, emotionally and cognitively, we just needed to close the loop.

The breakthrough insight was that the interaction needed to mirror the emotions: pressure, instinct, and the thrill of risking large amounts of money in seconds.

Approach

Recreated the studio experience

Designed tactile, drag-and-drop money mechanics that made decisions feel physical, tense, and irreversible, just like in the studio.

Built for real-time sync

Matched questions, countdowns, and results to broadcast timing using precise app–studio orchestration and audio synchronisation.

Eliminated friction

Allowed players to join instantly with near-zero onboarding. Behind the scenes, data was captured naturally during ad breaks to maximise participation at scale.

Made it social

Added real-time leaderboards and social hooks via Facebook and Twitter to spark rivalry and keep people returning each episode.

Connected both sides

Created a producer dashboard allowing Endemol teams to:

  • release questions live

  • monitor audience answers

  • feed insights to the presenter on-air

It was the first time many producers saw live digital insight influence broadcast narratives in real time.

Outcomes

  • Achieved over 3 million downloads and more than 200,000 concurrent players

  • 12.5% of the live audience playing along

  • Converted 10% of users to paid gameplay and launched the UK’s first second-screen ad format.

  • Won the BAFTA Craft Award for Digital Creativity, setting a new standard for interactive broadcasting.

  • Proved that large-scale participation could feel personal and responsive.

  • Formed the foundations for the Monterosa Interaction Cloud, later powering Eurovision, Formula 1, Love Island, The X Factor, and global sports broadcasts