
OUR STORY
WHAT IF TECHNOLOGY COULD BRING PLAYERS BACK OUTSIDE?
That question started a journey to understand not only why children are becoming less active, but how technology could encourage them to choose real-world play again.
SCROLL THROUGH THE JOURNEY ↓THE QUESTION THAT WOULDN’T GO AWAY.
During lockdown, one question kept returning: could technology help make real-world football practice as engaging as the games children already loved?
GOING ALL IN ON FLARE.
Brian left his job to pursue the idea properly—trading certainty for the chance to build something that could genuinely change how young people experience sport.
NEW FRONTIERS, LIMERICK.
Flare entered the New Frontiers programme. The idea was challenged, refined and grounded in the realities of building a scalable sports-technology company.
RESEARCH AND PROTOTYPE DEVELOPMENT.
The focus moved to understanding childhood inactivity, motivation and what actually keeps young players engaged—then translating that research into practical product concepts.
THE COMMERCIALISATION PATHWAY.
Work began on the research and commercialisation pathway needed to turn Flare from a promising concept into a technically credible, evidence-led platform.
BUILDING WITH DCU.
Flare begins its next chapter with Dublin City University—developing the computer-vision foundation, testing the experience and building towards structured trials.