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01 / POCKETPULL

Packs, points,
and what
comes next.

Building the experience around opening packs and collecting cards.

I’ve been with PocketPull from the start, owning product strategy, UX, and design direction. I also build frontend UI changes for desktop and mobile web.

POCKETPULL · PRODUCT SCREENS

PocketPull / Earn

PocketPull Earn dashboard
PocketPull mobile pack selection
MY ROLEProduct & Design Lead
OWNERSHIPStrategy · UX · Frontend
PLATFORMSDesktop + mobile web
INVOLVEMENTFrom the initial build
LAUNCH ACTIVITY

PocketPull’s first month

$600KVolume in the first month
15,000Pack rips in the first month

01 / THE PRODUCT

What happens
after opening a pack?

Opening a pack is one part of PocketPull. I also had to make sense of the points, quests, rewards, and community features around it.

Collectors can earn points, complete quests, find cards in the market, and join guilds. My focus was on showing how those activities connect, so people can understand their progress and decide what to do next.

HOW THE PARTS CONNECTProduct relationships, rather than conversion data.
01Open & collect

Start with the cards.

02Make progress

Quests, badges, and levels.

03Use rewards

Points and shop benefits.

04Find community

Shared goals through guilds.

02 / PROGRESSION

Help collectors see
where they stand.

The Earn overview puts levels, points, quests, badges, and referrals together. I wanted a collector to see their progress without checking several separate pages.

Earn OverviewDESKTOP WEB
Levels, spendable Pocket Points, quests, badges, and referrals in one view.
01

Start with their level

Level and next-level progress come first. Individual quests and achievements sit alongside them.

02

Label what they can spend

“Spendable PP” tells collectors which points are available to use, rather than leaving them to infer that from their level.

03

Put the action nearby

Collectors can see a claimable reward or an unfinished goal and go straight to it.

03 / REWARDS

Show what
points can buy.

In the Card Shop, collectors can use points for an Origin Pack or a graded card. Prices, tier discounts, and any points shortfall sit beside the item.

Card ShopCompare the desktop and mobile layouts.
Card Shop / DesktopDESKTOP WEB
Origin Packs and graded cards are available in the points shop.

Worth keeping distinct: points, dollar prices, card values, and tier discounts. Each needs its own label so collectors know what they’re looking at.

04 / PACK OPENING

Open the pack.
See what changed.

Once the card is revealed, the Pull Recap shows what that pull added to points, binder progress, quests, and badges.

PACK OPENING & RECAP17 SEC · SILENT
Pack opening → Card reveal → Pull Recap

Give the card its moment.

The reveal stays focused on the card. Progress updates come afterward in a separate recap.

Show the other updates afterward.

The recap brings the other updates together and includes a link to the relevant binder.

Recorded in the product. Wallet approval, account details, and audio have been removed.

05 / COMMUNITY

Find a guild
that fits.

Guilds give collectors a way to work toward shared goals. Discovery shows each guild’s focus, membership, and activity before someone joins.

Guild DiscoveryDESKTOP WEB
Guild cards show members, points, completed quests, and weekly progress.

Give people a basis for choosing.

Collectors can filter by collection, sort the results, and compare membership and activity using the same fields on each card.

On mobile, those details stay together in a single-column card.

A DETAIL TO REVISIT

Can someone join a full guild?

This screen says “Open roster” but shows 20/20 members. The copy needs to explain whether people can apply, join a waitlist, or wait for a space.

An open QA item in this version.

06 / MOBILE WEB

The same product
on a smaller screen.

These screens show pack selection, quests, badges, and guilds on mobile web.

Mobile-web screenshots, including signed-out and zero-progress states.

07 / DEVELOPMENT

Taking the designs
into the codebase.

I used working prototypes to try out the experience, then made frontend UI changes and opened pull requests for engineering review.

01 / DEFINE

Product & UX

Requirements, flows, product rules, states, and acceptance criteria.

02 / EXPLORE

Design direction

AI-assisted concepts, critique, hierarchy, and interaction decisions.

03 / IMPLEMENT

Frontend UI

Layouts, components, responsive behavior, and functional prototypes.

04 / REVIEW

Pull requests & QA

Code changes for review, implementation checks, and further iteration.

I worked in the codebase and brought changes to engineering for review. AI assisted with concepts and code. I chose the direction, reviewed the result, and worked through the UI changes.

About the examples

These are screenshots and a recording of the implemented product. This version doesn’t yet include the earlier design iterations or a redacted pull request.

08 / RESULTS & NEXT STEPS

The first month,
and what comes next.

PocketPull recorded $600,000 in volume and 15,000 pack rips in its first month.

Beyond that first month, I’d look at how often collectors return, whether they understand their progress after a pull, and how they move from earning points to using them. I’d also keep reviewing the signed-out, empty, loading, and error states.

WHAT I’D MEASURE NEXT

Repeat pack opening, return visits, and points redemption. First-month activity gives us a starting point; it doesn’t tell us how those habits develop.

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