This case study is private and an on-going project. Please do not share beyond the intended audience. Hi team Gumloop!

Chance.live - Trading Card Game Startup

Building a creator operating system from scratch

Turning a vague creator growth initiative into a connected ecosystem for discovery, commerce, fulfillment, and community.

ROLE

Systems Designer
Product Growth Strategist

Team

Front-end Developer
12 Person Company

Duration

1 week
July 2026

Context

Chance.live is building a more social future for trading card collecting

Chance.live is a Series A startup reimagining how people buy, open, collect, and trade Pokémon cards online.

What excited me about Chance wasn't just building another TCG marketplace (there are already plenty). It was the opportunity to redesign the experience around the thing collectors actually love: the community, anticipation, and shared moments behind every pull. The cards were the product, but the experience around them was the opportunity.

A major part of that vision was creators. Today, Chance works with dozens of trading card creators and livestreamers who introduce new collectors to the platform. These creators are the community layer of the product. They entertain, educate, build trust, and create the moments that make collecting exciting.

The Problem

A creator ecosystem existed, but the infrastructure didn't

Chance had built strong relationships with creators, but the experience powering creator sales was held together by disconnected tools, manual workflows, and constant coordination from a small team.

Creators joined Chance because they were good at building communities and entertaining collectors. However, selling packs required them to become operators. The workflow worked at a small scale, but every additional order increased operational complexity.

one of our creators and his spreadsheet to keep track of orders
Buyer experience

Discover creator → Watch creator livestream → Click creator link / Shopify store → Purchase pack separately → Send payment confirmation → Wait → Creator manually tracks order → Wait → Watch stream to see if your pack opens → Creator manually fulfills cards

The excitement of Chance came from watching a creator open packs live. However, the purchasing experience was disconnected from that moment. After checkout, buyers often had no visibility into their order. The most exciting part of the product happened after the transaction, but the product experience stopped at checkout.

Chance team experience

Recruit creators → Create referral links manually → Answer creator questions → Track creator performance manually → Troubleshoot missing orders → Coordinate fulfillment issues

Internally, we faced another challenge. Creators were one of our primary growth channels, but there was very little visibility into creator performance. Many creators didn't know where to find their referral links, how many users they were bringing to the platform, or how their audiences were converting. As a result, the team spent a significant amount of time manually answering questions, tracking referrals, and helping creators understand their impact. What should have been a scalable growth engine required constant hands-on support.

the opportunity

Reinventing the trading card experience around community, not transactions

Traditional trading card platforms are optimized around transactions: buy a product, receive a product, repeat. But the excitement of collecting has never just been the card itself. It's the anticipation of opening a pack, sharing a rare pull with friends, watching someone else experience a big moment, and being part of a community that understands the hobby. Our north star was building a more connected version of the trading card ecosystem.

This changed how I approached the product. Instead of asking, "How do we add a creator page?" I started asking:

  • How do we make creators the center of the collecting experience?

  • How do we turn a livestream into an interactive community moment?

  • How do we create tools that help creators grow while making collecting more social for buyers?

  • How do we build infrastructure that allows this ecosystem to scale?

My Role

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Turning ambiguity into something the team could build

The more questions I asked, the more the project shifted from UI design into product design. This is usually the part of design I enjoy most: figuring out what a product should be before figuring out what it should look like. Before opening Figma, I try to understand the entire system around the feature: who is using it, what problem it solves, what technical constraints exist, and whether it should exist at all. My first steps are usually not visual. I map flows, talk to users and stakeholders, research competitors, understand the frontend and backend constraints, and identify where confusion or friction might appear before we build. I think of it as measuring twice and cutting once. Once the underlying system makes sense, the interface becomes much easier to design.

On any given day I'm:

  • Mapping user flows, edge cases, and product architecture in FigJam

  • Talking with creators, watching livestreams, and observing how people use the product

  • Designing flows and systems in Figma while building reusable components as we go

  • Vibe-coding prototypes in Figma Make to test ideas quickly

  • Presenting prototypes to founders and engineers to align around a north star

  • Reviewing analytics, finding bugs, and identifying opportunities to improve the product

  • Working through our React frontend/backend constraints to make sure designs are actually buildable

  • Experimenting with sound design in Reaper because I believe small sensory details can make digital experiences feel more alive

The fun (and challenging) part of startup design is the constant context switching. One hour I'm mapping information architecture with engineering, the next I'm testing a prototype, watching a creator livestream, or motion-designing to make an interaction feel more magical. I don't see design as a handoff after decisions are made. I see it as the process of helping a team make better decisions.

process

Finding flaws before they become expensive

In several conversations with product and engineering, the fastest solution was not always the best long-term solution. My role became advocating for the user experience while understanding the constraints that made certain decisions difficult.

The first version of the ecosystem had several assumptions built into it. I pressure-tested them before we committed engineering resources.

initial user flow, one of many flow charts
Some of the issues i found

One URL serving two completely different audiences

The initial direction combined buyer experiences and creator management into the same space. This created confusing states around permissions, navigation, and user intent.

I pushed for separating the consumer experience from creator tooling so each side could be optimized for its actual user.

Creator tools appearing where audiences could see them

Because creators stream through OBS, anything placed inside the streaming experience could accidentally become public.

I challenged the assumption that creator controls belonged directly on the streamed page and proposed moving operational tools into a separate private experience.

Designing for real behavior, not ideal behavior

The original assumptions treated creators only as creators. But creators are also collectors.

I raised edge cases like:

  • What happens if Creator A wants to buy packs from Creator B?

  • What happens if a creator is logged in but wants a buyer experience?

  • How do we prevent role confusion?

These conversations shaped the final architecture.

Potential legal ramifications

After talking to our lawyer, I realized that some of the feature ideas we had could potentially create serious legal issues (fintech is a highly regulated space). For example, we had this absolutely brilliant idea to ███████████████████████████ . Not only that, we also wanted to ███████████████████████ . Later on, we had this absolute stroke of genius. What if we ███████████████████████████████? At this point, we were pretty sure we had invented the future of collecting. We were already mentally spending our imaginary Series B money. Obviously, none of that should ever make it to prod.

current user flow - as of july 27th, 2026
product Thinking

Building five products that work as one

Five connected experiences, each serving a different purpose.

Creator Discovery

Help users discover creators, browse live streams, and decide who to watch.

Creator Storefront

Turn viewers into customers through live shopping, pack purchases, and order tracking.

Creator Queue

The operational side that allows creators to manage purchases, process orders, and fulfill pulls without disrupting their stream.

Creator Dashboard

Give creators visibility into referrals, payouts, campaigns, and business performance.

Community Dashboard

Help creators understand and celebrate their community through collection insights, milestones, and audience engagement.

Systems Thinking

Building the foundation while shipping

One challenge of being the first designer at a startup is that there is no existing foundation.

When I started introducing reusable components and design patterns, the natural concern was: "Do we have time to build a design system right now?"

My perspective was that a design system wasn't slowing us down. It was how we moved faster.

So, while defining the creator ecosystem, I was also building the foundations that would allow it to scale. As new experiences emerged, I created reusable components, interaction patterns, and design decisions that could support future creator tools without reinventing every screen. For me, a design system is a way to make better decisions faster. It creates consistency for users, reduces ambiguity for engineers, and allows a small team to move quickly without sacrificing quality.

Vibe-Coding as a Design Tool

The fastest wireframe is a working product

One of the biggest shifts in my design process has been realizing that sometimes the best way to explore an idea is to build it. Instead of debating abstract concepts in meetings, I build lightweight prototypes that give everyone something tangible to react to.

Instead of:

Idea → Wireframe → Mockup → Prototype → Test

The feedback loop becomes:

Idea → Prototype → Test → Iterate

For startup environments where speed matters, this has been incredibly valuable. Vibe-coding has become a core part of how I think through product problems. Instead of spending hours perfecting a Figma prototype for a concept that might change, I use AI coding tools to quickly create functional prototypes, test assumptions, and communicate ideas with engineers and founders.

AI helps me move faster, but it doesn't replace product judgment. The valuable part isn't generating code. It's knowing what questions to ask, what tradeoffs matter, and what should exist in the first place.

Prioritization

Deciding what not to build

The hardest part of startup design is rarely coming up with ideas. It's deciding which ideas deserve engineering time. Throughout this project, we explored many possible directions:

  • Creator analytics

  • Social systems

  • Loyalty mechanics

  • Better queue management

  • Collection sharing

  • Stream interactions

  • Advanced notifications

The challenge is determining what creates the most value today. Every feature competes against engineering resources, timelines, and business priorities. I've spent a lot of time working with founders to identify which features unlock the most learning and move us toward product-market fit the fastest, while intentionally leaving room for future expansion.

user testing

Learning from real behavior

The best product decisions came from observing real behavior. I watched creator livestreams, reviewed how users interacted with existing flows, talked directly with creators (user interviews), and used those insights to challenge our original assumptions.

Impact

Creating the foundation for creator-led growth

This project is still actively being built, but the work has already influenced how the company thinks about creators.

So far I've:

  • Defined the product architecture for a creator ecosystem spanning discovery, commerce, streaming, fulfillment, and analytics

  • Identified technical and UX risks before engineering investment

  • Establish the first creator-facing workflows

  • Established reusable design patterns for future creator tooling

  • Created prototypes and flows that aligned founders, engineering, and product around a shared vision

Most importantly, I helped transform "we should build something for creators" into a system the team can actually execute on.

Work in Progress

This is an evolving product, so this case study focuses less on polished final screens and more on the thinking behind building from zero.

I'll continue updating this with launches, user feedback, and measurable outcomes.

For now, this is a snapshot of what founding design looks like for me at a startup: navigating ambiguity, challenging assumptions, making tradeoffs, and helping turn an idea into something real.

This case study is private and an on-going project. Please do not share beyond the intended audience.

Let's make something beautiful

vyomi.seth@gmail.com

© July 2026, Made with ❤︎ by Vyomi Seth

Now listening to: "Aerial Troubles" by Stereolab

Let's make something beautiful

vyomi.seth@gmail.com

© July 2026, Made with ❤︎ by Vyomi Seth

Now listening to: "Aerial Troubles" by Stereolab

Let's make something beautiful

vyomi.seth@gmail.com

© July 2026, Made with ❤︎ by Vyomi Seth

Now listening to: "Aerial Troubles" by Stereolab