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Phenom

by Brian Vernon@bm_vernLaunched 2014-09via Nathan Latka Podcast
Growthcommunity
Pricingother
The Spark

Brian Vernon was a college baseball player who understood intimately what mattered to young athletes: their gear, their style, and the products they wore. He noticed that brands obsessed over celebrity athletes but couldn't efficiently reach the high school and grassroots level where peer influence actually drove purchasing decisions. In September 2014, Brian and co-founder Mike pivoted from their previous startup into Phenom, building a mobile platform where young athletes could showcase both their gear and their game.

Building the First Version

Phenom launched with a "really, really, really minimal beta" in early September 2014. The core insight was two-pronged: athletes care about their style ("look good, feel good, play good"), and they'll talk about products that inspire them. The team built a native iOS app that let users add products to a digital "locker" and tag gear they wore during athletic moments. By early 2015, they'd shipped several small product releases and added about 55,000 new users over two quarters. They operated lean from Cleveland initially, with Brian taking only $30,000 per year in salary and sometimes not paying themselves at all when cash was tight. The founding team bootstrapped initially, then raised convertible notes and small equity rounds before joining 500 Startups Batch 16 in San Francisco.

Finding the First Customers

Phenom's business model was B2B2C from the start: they would monetize by becoming the channel for brands to access high school athletes. Their thesis was that major sporting goods brands craved grassroots athlete feedback but had no efficient way to get it. Rather than traditional influencer payments, Phenom offered brands aggregated product feedback and behavioral data from their community. Their first major partner was Wilson Sporting Goods, who paid them for insights based on sample sizes of 400-1,000 athletes. By the time of this interview, Phenom had 60,000 registered high school athletes on the platform with 25,000 monthly actives—users logging in at least once per month.

What Worked (and What Didn't)

The killer metric was user-generated content tied to products. Users had added over 250,000 products to their profiles and created tens of thousands of stories tagging the gear they wore during athletic moments. This content was exactly what brands needed: authentic, peer-generated proof of product influence at the grassroots level. Instagram was the lifeblood of their growth strategy—Brian personally engaged heavily in comments and DMs with users, and the platform itself was designed to mirror Instagram's visual-first, story-driven approach. What worked was leaning into the psychology of athlete identity: if a local "phenom" (talented young athlete) wore a product and performed well, other kids would want the same gear. The team remained intentionally focused on user experience and personalization rather than premature scaling.

Where They Are Now

By mid-2016, Phenom was operating from San Francisco as a 500 Startups Batch 16 company with a lean 4-person core team (Brian, co-founder Mike, and two software engineers) plus freelance designers. Brian was 28 years old, running on 5-6 hours of sleep per night, fueled by belief in the mission. The platform was iOS-only and restricted to North American residents, intentionally limiting scope to maximize engagement depth. They'd raised over $700,000 total and were positioning themselves at an inflection point for scaling—planning to hire more engineers through the end of 2016. The real business opportunity was still ahead: as their community grew stickier and more engaged, they could expand beyond single-brand partnerships to create a full marketplace where multiple sporting goods companies competed for athlete attention and feedback.

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