I'm Mitchell Vizensky

Senior game UX designer. I take features from idea to playable.

I design the systems players come back for (collecting, progression, live events and stores) and build playable prototypes to prove them early. Right now that means Pokémon TCG Live at The Pokémon Company International.

Previously at Amazon, Big Fish Games and PLAYSTUDIOS

SELECTED WORK

Shipped features from Pokémon TCG Live, Pokémon TV and Big Fish Casino, with the problem, my role and the results.

Pokémon TCG Live · 2025 - 2026

Card Dex & Research Missions

Collecting a missing card took 14 steps across the shop and deck builder. I designed Card Dex, a home for every card you own, and Research Missions, which turns collecting into goals worth chasing.

  • 14→5 steps to get a missing card
  • 61% of card exchanges now happen in Card Dex
  • +29% card exchanges per player after launch

Senior UX Designer, primary UX designer on the feature

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Pokémon TCG Live · 2024

Build & Battle

A new game mode that brings the in-store prerelease tournament online, so newer players have a friendlier way to build a deck and battle than Ranked.

  • 16% of weekly players joined the launch event
  • ~80% of started rounds finished
  • 40% of rounds played across multiple sessions

Senior UX Designer, UX for the whole mode

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Pokémon TV · 2021

Pokémon TV on Nintendo Switch

Pokémon TV was web-only, which left out kids on Nintendo Switch. I designed the Switch app, a free streaming service built for controllers, touch and young viewers.

  • +33.5% monthly active users across platforms

UX/UI Designer, design through launch

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Big Fish Casino

Big Fish Casino Store Revamp

Big Fish Casino is a top-30 grossing social casino app, but its store hadn't kept up. I redesigned the store's interaction and visual design from the ground up.

  • +38.4% sales over the previous store

UX/UI Designer, research through production

Read case study

Brands I've designed for

Clients: Shaq, Cirque du Soleil, MGM Grand, Konami, Big Fish, Plarium, Virgin, Adobe, Amazon, MTV, The Pokémon Company International

FROM IDEA TO PLAYABLE

How I take a feature from a player problem to something people can play.

  1. Find the real problem

    Research, data and playtests show what players actually struggle with. In Card Dex, getting one missing card took 14 steps.

    See it in Card Dex →
  2. Grey box the flow

    Every screen and state, mapped before any art. It is fast to change and easy for a whole team to agree on.

    See it in Build & Battle →
  3. Make it playable

    A working prototype in code, often built with AI coding tools, so the team can play the idea instead of imagining it.

    See it in Builds →
  4. Test with players and real hardware

    Playtests with UX research, on real devices and screens, not just mockups.

    See it in vita-agent-bridge →
  5. Ship it and measure

    A clear spec for engineering, then the numbers: +33.5% monthly users for Pokémon TV, +38.4% sales for the Big Fish Casino store.

    See it in Pokémon TV →
  1. EMPATHIZE
  2. DEFINE
  3. IDEATE
  4. PROTOTYPE
  5. TEST
Mitchell Vizensky

I came to UX from art and animation: a BFA in motion graphics, a mentorship with Pixar artists, and four years directing art on mobile games at PLAYSTUDIOS. Over the last 10 years I've designed for Big Fish Games, Amazon's Mobile Games Experience team and now The Pokémon Company International, where I work on Pokémon TCG Live.

I start with the people I'm designing for: research, quick prototypes, and testing early and often. Then I use data to make sure the work moves the business too. At TPCI I set up the user research process for our Game Studio team, and outside work I design and build my own software, like VitaOS.


SERVICES

Product Strategy / UX Research / Prototyping / Interaction Design / Visual Design / Design Systems / Motion / Art Direction

Resume

Builds

I design and build my own software, end to end.

Arcade cabinets built from old Wiis, a console home screen for the Steam Deck, a music app for our living-room TV, an MMO revival with its own client and a live server, homebrew for consoles, games for the original black-and-white Macintosh, a dashboard for my car. I take each one from idea to a working build, often with AI coding tools. It keeps my prototyping sharp, and it's how I test ideas for real.

Most of them are console and living-room interfaces: built for a controller or a remote, and read from the couch.

Everything is on GitHub →

WIIZARD

Console & TVKid-proof design: anyone can walk up and play

I had boxes of Wiis collecting dust and a garage full of CRTs I'd collected and refurbished. With Claude Code, I turned them into a fleet of arcade cabinets that boot straight into WIIZARD, a launcher I designed and built, ready to play whenever friends come over.

VitaOS Console & TVA console-grade home screen for a handheld A modern home screen for the PS Vita. VitaOS puts your games, films, music, apps and photos behind one fast, good-looking menu, with a PS5-style feel on the handheld you already own. Prism Console & TVConsole habits on a PC: one button always gets you home Prism turns a Steam Deck into a living-room console: one home screen for Steam games, emulated games and Plex movies and TV, with the habits of a real console. Living Room Music Console & TVCalm, couch-distance design for a family room A calm, audio-only music app and home server for our living-room TV. It plays streaming and our own lossless library with no videos, colors the room's Hue lights to match each album, and finds new music from what we already love. Hollowtide Game design and live ops for a real player community A fan revival of Asheron's Call, the 1999 MMO I grew up on: its own client for Windows, Mac and Linux with the community's favorite add-ons built in, on a live server with new bosses, gear and events. Classic Mac Games Designing within a 1-bit, 512 by 342 screen Games, toys, screensavers and demos for the original black-and-white Macintosh: an 8 MHz 68000, a 1-bit screen and System 6. Written in C and built on a modern Mac. MR2 Dash Glanceable numbers you can read while driving A live dashboard for my Toyota MR2, on my phone. It reads the car's computer through an OBD adapter and turns raw sensor data into the numbers that actually change how you drive: fuel economy right now, this trip and over time. Gameplay Spotlight Console & TVChoosing a game from across the room A gameplay-first GameCube launcher for choosing something to play from the couch. You browse real gameplay stills and game logos instead of cover art. vita-agent-bridge Designing for an AI user: look, act, look again See and control a PS Vita over the network, and let an AI agent do it. A kernel plugin and service that capture the screen, inject input and manage files, with an MCP server for AI agents. Retro Cable TV Automation people can trust: it explains every decision A retro cable box that plays 2002 to 2006 American television on a CRT, fed by a pipeline that turns archived TV into a searchable, scheduled library.

ARCHIVE

Earlier UX, game art direction, branding and illustration from Big Fish Games, PLAYSTUDIOS and Amazon.

See the full archive

The work isn't about me or my portfolio. It's about the players: what they came to do, what delights them, and what brings them back.

GET IN TOUCH

Want to work together? Say hello.

mail@mitchellv.me

LinkedIn Resume

Art and illustration on Behance and Dribbble · Code on GitHub