GameStop Collectors Exchange

GCX is a concept for a fractional trading platform that lets collectors buy and sell shares of authenticated, vaulted trading cards through a brokerage style experience built around access, trust, and liquidity.

GCX is a concept for a fractional trading platform that lets collectors buy and sell shares of authenticated, vaulted trading cards through a brokerage style experience built around access, trust, and liquidity.

Project Context

Project Context

GameStop Company Partnership

GameStop Company Partnership

Duration

Duration

16 weeks

16 weeks

Year

Year

2025

2025

Role

Role

Product design, research, product strategy, UX/UI design, prototyping, usability testing

Product design, research, product strategy, UX/UI design, prototyping, usability testing

Team

Team

Austin Gregory (solo project)

Austin Gregory (solo project)

Tools

Tools

Figma, Photoshop, Illustrator

Figma, Photoshop, Illustrator

Methods

Methods

Stakeholder kickoff, secondary research, competitive analysis, netnography, SME interview, field interview, information architecture, prototyping, usability testing

Stakeholder kickoff, secondary research, competitive analysis, netnography, SME interview, field interview, information architecture, prototyping, usability testing

Stakeholders

Stakeholders

Nick Braver, Product Design Leader at GameStop Devin Anderson, Creative Director at GameStop

Nick Braver, Product Design Leader at GameStop Devin Anderson, Creative Director at GameStop

Overview

GameStop already has relevance in the trading card world, but mostly as a place to buy sealed product and participate at the retail layer. This project explored a larger opportunity: what if GameStop could move beyond selling cards and become the platform layer for ownership, trading, and market activity within the category?

I developed GCX, or GameStop Collectors Exchange, a concept for a fractional trading platform focused on high value graded trading cards such as Pokémon, sports cards, and Magic: The Gathering. The idea was to give more people access to grail tier assets that are normally out of reach, while creating a product that feels credible, structured, and financially legible enough to earn trust. Instead of treating cards as one time purchases, GCX reframes them as assets that can be discovered, evaluated, traded, and tracked over time.

The goal was not just to design a polished interface. It was to design an end to end product concept that could plausibly exist in the real world: one grounded in collector behavior, trust requirements, market infrastructure, and GameStop’s strategic position in collectibles. That meant thinking across the full stack of the experience, from information architecture and trading flows to custody, insurance, ownership structure, and how the product could work as a platform business rather than a one off feature.

GCX prototype mockups showing major features and details.

Context

High end trading cards regularly sell for five or six figures, which puts full ownership out of reach for most collectors. At the same time, the market around those assets is difficult to navigate. Trust can be shaky because of counterfeits, disputed grading standards, and unclear provenance. Ownership introduces friction through storage, insurance, shipping, and theft risk. Selling is fragmented across eBay, card shows, Discord, auction houses, and private deals, often with inconsistent pricing, weak transparency, and slow payouts.

What made this project timely is that trading cards are no longer behaving like a niche hobby market. Market growth is strong, Pokémon and sports cards continue to drive outsized demand, and collector behavior increasingly resembles investing behavior. People track population reports, comps, charts, scarcity, and timing. They talk about cards in terms of upside, entry points, and long term value. Online, in-store, and across adjacent markets, the category already shows the characteristics of an emerging asset class, but the infrastructure still feels informal and fragmented. 

That gap created the core opportunity. Fractional ownership could give everyday collectors access to assets they could never buy outright, but only if the platform feels genuinely trustworthy. GameStop was uniquely interesting in that context because it already sits at the intersection of brand familiarity, collector culture, and retail distribution. The challenge was not just to make the product usable. It was to translate trust, proof, and operational credibility into a product experience strong enough to support a new ownership model.


The most valuable Pokemon card, the Pikachu Illustrator worth 5.3 million.

Graded sports cards like these often sell for over $100,000 each.

A line of people outside a GameStop store waiting for a card drop.

Research

I approached GCX as both a behavior problem and a trust problem. Before refining UI, I needed to answer two broader questions. First, is demand for a product like this actually real? Second, what would users need to see in order to believe it is legitimate enough to put money into?

To answer that, I used a mix of secondary research, competitive analysis, community observation, and interviews. I looked at the growth of trading cards and adjacent collectibles markets, studied platforms like Masterworks and Rally to understand how fractional ownership is framed and operationalized elsewhere, and analyzed collector and investor communities to see what people actually cared about. I also went beyond typical market research and looked into the structural mechanics that would make a product like this believable, including grading, vaulting, insurance, SPV-based ownership, and the kind of regulated pathways needed for primary offerings and secondary trading. 

I supplemented that research with direct input from the category itself. I interviewed Mitchell Walters, head of GameStop Graded Card Operations, to understand the market, infrastructure, and operational realities from inside GameStop. I also conducted a field interview with a GameStop store manager to ground the concept in frontline customer behavior. Together, those inputs helped connect macro market trends to actual user expectations and in-store demand signals. 

Several strong patterns emerged. The first was that trading cards are already functioning like an asset class for many users. People pay close attention to price history, rarity, grade premiums, resale velocity, and perceived upside. That made it clear the product should feel like a market, not a resale marketplace. The second was that trust depends on specifics, not branding alone. Users were open to vaulting and fractional ownership, but only when the details were concrete: who graded the card, who held it, what insurance covered, what fees existed, what they legally owned, and how cash out would work. The third was that low minimums could be a meaningful adoption wedge. Many people were interested, but wanted to test the system with a small amount of money first. That made first-time participation a trust and clarity problem of its own. 

Together, these findings pushed GCX away from being a speculative collectibles app and toward something more structured: a trust heavy exchange experience built around visibility, proof, and liquidity.


Images from my netnography, including collector and trading card communities.

Big collectors like Brady Hill, see card collecting as a primary investment.

The GameStop store I conducted field research at.

The inside of the GameStop store I conducted field research at.

Process

Once the research direction became clear, I translated those findings into a product structure. The key shift was recognizing that GCX could not feel like a typical collectibles marketplace. It needed to feel closer to a brokerage product, because that mental model better matched how users were already evaluating these assets. That decision shaped the entire experience, from information architecture to the language of trading, portfolio management, and market data.

From there, I mapped the core product loop around the moments that mattered most: discovery, asset evaluation, trade execution, portfolio tracking, and understanding how ownership and cash out actually work. I built the information architecture to support both trust and legibility, making sure key details like grading, price history, share price, ownership logic, and custody context were not treated as secondary information. This was especially important because a product like GCX only works if people can understand what they are buying and why they should trust the system behind it. 

As I moved into interface design, I focused on building a system that made the market feel active, structured, and understandable without overwhelming users. The UI emphasized asset data, grade context, trading behavior, and portfolio visibility rather than leaning on collector style merchandising. That choice was intentional. I wanted the platform to feel like a real exchange with real consequences, not a styled up listing site. 

The project then moved into a high fidelity prototype that simulated the end to end product. That included Home, Markets, Buy & Sell, Portfolio, Account, and Education. At that stage, the goal was not just visual polish. It was to make the concept coherent enough that users and stakeholders could understand what GCX was, how it worked, and why it might be worth trusting.


GCX prototype section showing trading card market analysis.

GCX prototype portfolio page.

Strategy

A major part of what made GCX compelling was that it could not stop at interface design. For the concept to feel serious, it needed an operating model behind it. I framed GCX as a platform business where GameStop owns the customer experience, sourcing layer, and brand relationship, while specialized partners handle the regulated and operational heavy lifting.

In this model, GameStop acquires or consigns a high value card, a trusted grader such as PSA authenticates it, and a qualified custodian vaults and insures it. Each card sits inside its own SPV and is divided into fixed shares, which are first offered through a primary sale and then made available for secondary trading. The platform surfaces pricing history, trading activity, ownership tracking, and disclosures, while relying on structured custody, insurance, and reporting to maintain trust over time. Broker-dealer, ATS, KYC, and payments infrastructure are handled through third party rails rather than assumed to be built from scratch in house. 

That structure mattered for two reasons. First, it made the concept far more believable. GCX stopped being just a cool front end and started to feel like a product that could plausibly exist within real operational and regulatory constraints. Second, it made the opportunity more strategic for GameStop. Instead of only participating at the point of sale, the company could potentially own a larger share of the value chain through offerings, trading activity, and a more durable platform relationship with collectors. 

This also clarified the core product principles guiding the experience. Users need to understand the market well enough to make informed decisions. Trust details need to appear exactly when people are deciding whether to commit money. And first time participation has to feel safe enough that users are willing to try the product at all. Those principles shaped both the UX and the business architecture behind it.


Validation

To validate the concept, I ran an unmoderated usability test with seven participants and paired it with a smaller demand and attitudes survey. I wanted to understand whether GCX felt understandable, trustworthy, and usable enough to support real adoption.

The strongest signal was concept clarity. Participants were able to recognize GCX as a stock market style platform for trading fractional ownership in cards after only brief exploration. That mattered because this is not a familiar product category for most people. If the interface could not tell the story clearly, the concept would fall apart.

The prototype also tested well in core navigation and portfolio comprehension. All participants successfully opened a card detail page, and all reached the portfolio area and correctly interpreted total value and daily performance. The browse to asset to portfolio loop felt intuitive, especially for people already familiar with investing products.

Where the design broke down was around trust visibility and transaction clarity. Educational content was too hidden. Many participants did not notice fees before placing an order. Some were unclear on the difference between market and limit orders. Order confirmation also needed to feel stronger and more consequential. These issues were useful because they reinforced the central lesson from research: trust cannot sit in the background. It has to show up exactly where the money moves.

That led to a clear next iteration plan. Education needed to become a top level destination rather than a tucked away support layer. Fees and ownership explanations needed to be unavoidable inside the trade flow. Confirmation states needed stronger feedback. The visual hierarchy also needed more urgency, more above the fold signal, and better accessibility fundamentals.


User test participant Alex exploring the GCX prototype.

Solution

The final concept for GCX is a fractional trading platform for authenticated, vaulted, insured trading cards. Instead of requiring full ownership, it lets users buy and sell shares of specific high value assets through a market style interface designed for transparency, confidence, and ongoing engagement.

I designed the product to solve two things at once. For collectors, it lowers the barrier to entry for a part of the market that normally feels inaccessible and operationally intimidating. For GameStop, it creates a path into a more scalable platform business built on recurring marketplace activity rather than one time retail transactions. The long term vision is not just a better card experience. It is a new exchange layer for collectibles, starting with graded cards and expanding over time into adjacent categories where trust, custody, and liquidity are the main blockers. 

What I built was a fully clickable desktop prototype that covered the core experience end to end. It allowed users to explore the market, evaluate individual cards, place trades, monitor a portfolio, manage account level information, and reference educational content explaining how the platform worked. The prototype was designed to simulate a complex financial ownership product rather than a simple concept site, which made it much more useful for both testing and stakeholder communication. 


GCX prototype homepage

Key Features

The homepage acts as both an entry point and a confidence builder. It combines search, featured assets, market snapshots, recent offerings, and lightweight educational content so new users can start exploring without feeling lost. It is designed to communicate that GCX is active, structured, and more than a listing interface.

The market dashboard gives users a macro view of the platform through total market value, trading volume, category breakdowns, active assets, and movers. This helps establish the product as an exchange with real activity rather than a static catalog of cards.

The asset detail page is the decision center of the product. It brings together the most important information in one place: price history, card imagery, grade context, volume, and trade actions. This is where valuation and trust meet, so the layout was designed to support confident decision making rather than passive browsing.

The buy and sell flow uses a structured order ticket inspired by brokerage products. Users can review an asset, choose an order type, see a confirmation summary, and track activity. The intention was to make trading feel familiar to experienced users without making it intimidating for newcomers.

The portfolio area turns ownership into something visible and ongoing. Users can monitor total value, daily P&L, asset allocation, and holdings over time. This was important because the product is not just about buying into a single card. It is about creating an ongoing relationship with the market.

The education layer acts as a built in trust mechanism. Instead of assuming users already understand grading, ownership structure, or risk, the product supports learning in context. That was especially important for a concept like this, where clarity is directly tied to adoption.


Results

The most important formal result was that users understood the concept quickly. Even with minimal onboarding, participants recognized GCX as a structured platform for buying and trading fractional ownership in high value cards. That was a strong signal that the core story was already coming through clearly in the information architecture and UI. The concept did not need heavy explanation to be legible.

Testing also made the weak points obvious. Users wanted more visible trust proof, clearer fee disclosure, and stronger confirmation during trading. “How it works,” ownership structure, and cash out logic were still too easy to miss. That was useful because it turned broad concerns about trust into concrete product requirements for the next iteration: make education more prominent, make fees unavoidable in the order flow, and make trust details visible at the exact moment people are deciding whether to commit money. 


The Leak

One of the most unusual forms of validation came from outside the formal study. During GameStop’s external usability testing, one participant captured four screenshots from the prototype and later posted them to Reddit as a “GameStop Collectors Exchange” portal discovered through a GameStop survey. The original post was removed, but not before the images were mirrored to Imgur, reposted across r/Superstonk and related communities, and then picked up on X by GameStop focused accounts and analysts. After that, GameStop moved the rest of the testing internally, but the concept was already circulating publicly. 

What made that moment important was not just that it spread. It was how people responded. Across Reddit, posts reached roughly 500 to 1.1k upvotes each, with many drawing 60 to 130 or more comments. People were calling it things like “a money printing machine,” “Pokemon stock market,” and “their own exchange but for collectors’ items.” On X, commentators described it as a collectibles exchange with bank style custody, and one analyst argued that the structure and legal language looked more like a regulated broker dealer or ATS product than marketing art or an NFT concept.

The most useful signal was that people were able to reconstruct the product from the interface alone. Without any official explanation, they correctly read GCX as a dark themed trading portal for fractional ownership of high value graded cards. They picked up on the top level navigation, the market metrics, the per-share pricing model, and even the custody and legal framing in the support and disclosure language. In other words, the conversation moved very quickly past “what is this?” and into “how would this legally work?” That shift mattered. It meant the concept was already coherent enough to be taken seriously as a real product.

The leak also surfaced the exact kinds of reactions that mattered most for the project. Some people immediately started imagining use cases such as fractional offerings for $20k to $100k cards, or buying small positions in grail assets for around $20 a share. Others framed it as GameStop “eating eBay’s card trading lunch.” At the same time, skepticism showed up in the right places: commenters questioned custody, broker dealer requirements, ATS compliance, legal ownership structure, and whether the platform would be deep enough to create real liquidity. That mix of excitement and serious scrutiny was actually a strong sign. It suggested the concept was not being dismissed as fantasy. It was being evaluated like an actual financial product.

In that sense, the leak became an unplanned large scale sentiment test. Four unannounced screenshots generated dozens of posts, thousands of upvotes, and hundreds of comments across exactly the audiences GCX was designed for: collectors, speculators, and GameStop aligned retail investors. More importantly, the same themes that surfaced in research and usability testing surfaced again in public reaction. Interest was real. The concept was legible. The main barrier was not demand. It was trust, transparency, and proof.


Screenshots of some of the posts and comments from the discussion around the leak.

Comments on Reddit and X exited about the GCX concept, and discussing fractional ownership.

Impact

From a product perspective, GCX reframes GameStop’s role in the category. Instead of participating only at the point of retail purchase, the company could potentially own a longer term relationship with collectors through offerings, trading activity, portfolio engagement, and trust based services around ownership. That shift turns the category from a one time retail transaction into an ongoing platform relationship. 

From a UX perspective, the project demonstrates how design can reduce perceived risk in a category where trust determines adoption. The challenge was not simply to make the interface intuitive. It was to make an unfamiliar, financialized ownership model feel understandable, legitimate, and actionable. That required designing not just the screens, but the timing of information, the visibility of trust signals, and the clarity of what the user actually owns.

From a strategic perspective, the concept points to broader upside. If the exchange model works for trading cards, the same framework could eventually extend into other collectible categories where authentication, custody, and liquidity are the main blockers. That makes GCX more than a one off concept. It suggests a scalable platform direction and a credible path for GameStop to evolve from retail seller to exchange operator within collectibles.


GCX prototype trading card detail page.

GCX prototype market dashboard page.

What I Learned

This project pushed me beyond interface design and forced me to think more holistically about product design. The strongest lesson was that in a concept like this, trust is not something you layer on at the end. Trust is embedded in the product structure itself. It shapes the information architecture, the language, the flow, the operating logic, and the exact moment when users are given the information they need to feel safe moving forward.

I also learned how much stronger a concept becomes when it is grounded in operational reality. GCX improved significantly once I stopped treating it like a speculative app idea and started designing around actual grading, custody, insurance, ownership mechanics, and partner infrastructure. That shift made both the interface and the strategy more believable.

Finally, I learned how important legibility is when designing something unfamiliar. With a concept like GCX, clarity is everything. If users cannot quickly understand what the product is, what they own, how the system works, and why they should trust it, the rest of the experience does not matter. This project strengthened how I think about UX not just as interface design, but as a way of making complex systems understandable enough to adopt.

Reflection

Building GCX end to end on my own was one of the most demanding projects I have worked on. It required me to move across research, synthesis, product strategy, systems thinking, interface design, prototyping, testing, and stakeholder storytelling while keeping the core idea coherent. More than most projects, it forced me to connect user needs, market behavior, operational feasibility, and business opportunity into one believable product direction.

What I am most proud of is that the project did not stop at a surface level concept. It became a more complete product vision with a clear user value proposition, a believable operating structure, and meaningful validation around both desirability and trust. That made it a much stronger exercise in product thinking than a typical portfolio prototype. It showed me that some of the most valuable design work happens before visual polish, in the framing of the problem, the architecture of the system, and the translation of ambiguity into something testable.

My biggest takeaway is that the demand side of this opportunity already exists. Collectibles are increasingly being treated like assets, and the real barrier is not interest. It is infrastructure, trust, and clarity. GCX was my attempt to design around that reality and show how a product could bridge the gap between collector enthusiasm and a more formal, accessible ownership model.