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A desktop app I designed, built, and sell for creating 2D streaming avatars. More than 40 creators stream with it.

Role
Owner and Product Designer
Timeline
2024 - Present
Skills
Product StrategyUI | UX DesignDevelopment

Miniko makes creating a 2D streaming avatar accessible for creators who want to be live without showing their face. Instead of custom artwork or specialized tools, they build an avatar, customize it, and connect it to their streaming setup with face tracking and voice-reactive animation.

Finding the gap

Before Miniko, I spent three years running an Etsy store selling affordable digital assets for streamers: PNGtuber avatars, emotes, animated screens, and overlays. Creators kept DMing to ask if I could customize or modify an asset to fit their character. Many offered to pay extra.

The requests revealed a gap. My products were affordable but fixed, and personalization meant a custom commission, a far more expensive process. Creators wanted something of their own without that jump.

That made me wonder: what if creators could build and personalize their own 2D avatar instead?

The IKO Studios storefront on Etsy: 12.3k sales, a 5.0 rating from 1.8k reviews, and three years on Etsy.

Choosing the right model

The first build came together quickly, but one product decision had a bigger impact on the experience: how should creators get their assets?

The decision was not just about pricing. Each model would shape how creators explored the editor and what the experience felt like.

Should assets be sold individually, or included with one purchase?

Version 1

Free download, assets sold individually

Pros
  • +Lower upfront cost
  • +Creators buy only what they want
  • +Supports new asset releases over time
Cons
  • Needs a storefront, pricing, and purchasing flow
  • Every asset becomes another purchase decision mid-creation
Version 2

One purchase, everything included

Pros
  • +One decision, then creators experiment freely
  • +No storefront to build or maintain
Cons
  • Higher upfront cost
  • Caps revenue per creator
  • Everything at once can overwhelm

Per-item pricing matched how creators already bought assets from my Etsy store, so it shipped first.

I launched Version 1 on Steam and watched how creators responded.

Two Steam reviews of Miniko version 1 pushing back on per-item pricing

Creators pushed back on buying assets individually. Paying for each part made customization feel transactional: every change became another purchase decision, at odds with the flexibility Miniko was meant to provide.

Version 2 bundled the entire library into one purchase. That removed the storefront most of Version 1's ~20 screens existed for, so I rebuilt customization as a single editor.

~20 screens → unified editor

Redesigned avatar customization into a unified workflow while separating it from live expression controls.

version 1, ~20 screensversion 2, one editor
The unified Miniko editor

Version 2 became the foundation of the product, the version more than 40 creators stream with today. It sells for $25; a typical commission starts around $80.

A Discord message from a Miniko creator calling Version 2 a steal at $25.

Separating identity from expression

The redesign also split customization from live control. Outfits represent a creator's identity and change infrequently; expressions are temporary and need to be instant while streaming.

So they became two workflows: outfit customization stays focused on building the character, and expressions stay one tap away during a stream.

interactive
Miniko avatar
default
happy
mad
sad
Performance

What you’re expressing. Driven live, by your face or a hotkey.

Identity

Who you are. Set once.

Designing for live streaming

Streaming introduced another constraint: creators needed to make changes while their audience only saw the avatar. Streamers usually handle this by cropping window captures or switching scenes in OBS, which risks exposing the interface mid-stream.

I separated the creator workspace from the OBS output: creators adjust outfits, expressions, and settings live, and viewers only ever see the avatar.

One window for the creator, one for the audience

The OBS output stays clean no matter what the creator is doing in the workspace.

Miniko avatar
BackstageStage

Face tracking

Early testing showed mouth animation could feel inconsistent depending on the creator's webcam, lighting, and movement. The mouth is one of the most noticeable parts of a talking avatar, so it needed a more reliable signal.

I combined facial tracking with voice-driven mouth animation, with sensitivity controls so creators could tune the response to their setup.

Voice-backed mouth animation

Mic input supplements the camera, keeping expressions consistent across webcam setups.

Miniko avatar
Miniko avatar
interactive
Face tracking onlyCreator voice tools

Where it landed

Miniko evolved from a simple avatar customization tool into a complete workflow for creating and using a 2D streaming avatar. Along the way, I learned that the biggest product decisions were not always about the interface itself. Pricing, how customization was structured, and how the product fit into a live stream all shaped the experience.

40+
Creators currently using Miniko to stream
~20 → 1
Screens consolidated into a unified editor
2
Pricing models shipped and tested

What I took away

Launching revealed what testing missed

Version 1's launch exposed problems development-time testing couldn't. Creator feedback changed both the pricing model and the product structure.

Pricing shaped how freely people experimented

The pricing model set how freely creators explored, while the editor structure set how easily they customized and went live.

Designing for two audiences at once

Miniko runs live, so every screen had to work for the creator using the controls and the audience watching the stream.

Face tracking tool