Amino hero
PRODUCT DESIGN, COMMUNITY Acquired

Amino

Amino had millions of passionate Gen Z users but no way for them — or the platform — to monetize. I built the live and commerce systems that turned community energy into revenue.

Project Overview

I joined Amino at Series A. The platform was already home to thousands of niche Gen Z fandoms — anime, K-pop, gaming, art — but had no monetization layer and limited real-time engagement tools.

Over my tenure the user base grew to 1.2M DAU, the company raised through Series C, and Amino was acquired by MediaLab AI Inc in January 2021. I built the two systems that drove that trajectory: Amino Live and the monetization engine.

What I Did

I owned two product lines end-to-end: Amino Live (voice-based real-time interaction) and the monetization engine (memberships, virtual goods, creator commerce).

  • Built Amino Live — live voice and screening rooms that became the primary engagement driver, lifting average session time 40% to 72 minutes.
  • Launched the monetization engine from zero — hit $130K+ monthly revenue within 2 months.
  • Rebuilt community discovery and recommendation algorithms, growing DAU 15% by surfacing the right communities to the right users.

Business Value

Amino taught me that monetization in community products is a design problem, not just a business one. The features that generated revenue gave users more ways to express identity and status — not the ones that interrupted them.

The journey from Series A to acquisition validated the approach: community-native monetization and live interaction can scale together.

Amino key screens
  • 1.2M
    Daily active users
  • $130K+
    Monthly commerce revenue
  • 72 min
    Avg session time (+40%)
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