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Jeroen Leenarts: Where's my
notes documents? Obviously, if
I'm typing, you're gonna hear my
keyboard. You lost my floor up.
Do I say that correctly? Flat
hope, flat
Michael Flarup: hope. I didn't
find it like the Americans are
like flareup. And that's fine.
Like you can go with flare up?
Jeroen Leenarts: Yeah, well,
I'll just see what else.
Michael Flarup: I'll never try
to force anyone to say the
dangers when, similarly, I
appreciate not having to
pronounce in Dutch words at all.
Jeroen Leenarts: It depends on
how you behave. Hi, and welcome
to another special edition of a
podcast. I'm sitting here with
Michael flower. And he's from
Denmark. He runs a small game
studio, I'm told. And he also
does a nice Kickstarter right
now about a book about iOS app
icons. And I just wanted to have
an interview with him to just
see how it is to run a
Kickstarter to actually be a
company owner, and doing all
these things at the same time
while working in the iOS
ecosystem. So Michael, welcome.
How are you doing today?
Michael Flarup: My day was
pretty stressful. I feel like I
promised myself I wouldn't
stress in December, I make that
promise myself every December.
And what happens is that, you
know, you just, you know, put
way too much into the month.
It's one of the shortest work
months of the year, but somehow
most of us think that we can, at
least myself, I think I can cram
like three months of work in
there. A lot of deadlines in
December, I think there's a
natural into the year, right.
And so we we plan to finish
things before the end of the
year, which is really silly. So
yeah, I've had a busy day, just
doing juggling lots of different
tasks. Of course, the the
Kickstarter that we'll be
talking about is a is taking up
a lot. A lot of time right now.
It's the last three days of this
right now. As we're recording
this, there's three days left on
the Kickstarter. So yeah,
Jeroen Leenarts: that's that's
really the the the crunch time
of the Kickstarter, really just
getting the updates out, making
sure that you do you're already
past the the goal, I think,
Michael Flarup: yeah, it's not
that I'm stressing over the fact
that we have to raise more
funds. We've already I mean, the
Kickstarter has been, it's
completely blown me away the
amount of support that we've
gotten, maybe for the people
listening to this, and we're
like, Okay, what's the
Kickstarter, I'm working on a
kick, a book about iOS app
icons. And that's the kickstart
we're referencing. And so I
don't know, there's just a lot
of other work behind the scenes
in and I want to finish off the
Kickstarter in a nice way. Of
course, as you said, yourself,
getting the updates out, there's
a lot of you're communicating a
lot with a lot of people want to
make sure that, you know, it
feels like it's a nice, good end
to the actual campaigning. So we
are planning a little rap party
on Friday, just trying to you
know, you try to get the last
bits of attention out of the
campaign to make sure that it
ends in a in a nice way. Yeah,
you
Jeroen Leenarts: want to like
come to a conclusion for
everybody who's been along with
the journey, funding maybe from
the start, and also people who
got in late. But before we dive
into that, you mentioned that
you had quite a busy month, or
actually have quite a busy
month, and that you try and cram
all kinds of things in there.
Can you give like a bit of an
overview of the things that
you're working on? Because
obviously the Kickstarter, then
there's a company, but is there
more?
Michael Flarup: Yeah, no, I have
a kind of a weird career was
like a huge, it's like a quilt
of many different things. So my
day job is that I run a small
game studio called North play in
Copenhagen, I have nine
employees and we've been going
at it for five years. And that's
been sort of a dream since I was
a kid like running a game studio
and making well making video
games not necessarily running a
game studio, but here we are. So
there's a lot of tasks involved
in that. You know, we're you
know, pitching new things for
clients, because we also do some
client work, we're finishing up
updates to existing games, and
we have a new game coming out on
the switch in January, which
means that we have to prepare a
lot the material before
Christmas. So a lot of stuff in
surrounding that. So I'm
involved in most of those
things, not just as the CEO but
as a visual designer, as well.
And I do a lot of the video work
also. So there's like a lot of
tasks related to that to being
the you know, to doing all the
management stuff around ending
the year. That's pretty boring
stuff. But you know, a lot of
work involved in that sort of
stuff. I've got I still
freelance sometimes from from
time to time. I do a lot of work
on app icons, funding, also like
interface design, product
design, logo design. And yeah,
and then there's the Kickstarter
Of course, which is still been
going for almost a month now.
Been full on hectic And it's
just a lot of like, just a lot
of balls in the air a lot of
things that have to like juggle
before go on vacation. So it's
kind of hard to give like a very
specific breakdown, but there's
a lot of different tasks there.
Jeroen Leenarts: Okay, well,
let's just dive into a few of
those things. Because let's
start with North play, because
it's Game Studio, you have
several products already out
there with, with nor play. Yeah,
I reckon, because you've been
doing it for five years, it is,
to some extent, self sustaining
successful, at least you can
keep going, it seems. So how is
that running and games to do? Is
it like, is the financial side
of things always an issue? Or is
it something that you that you
have covered sort of, if just
keep on putting out decent
content,
Michael Flarup: the financial
situation is always an issue, I
think, I don't think that's very
different from most other types
of companies, but particularly
the gaming industry, it is a
very fickle industry, it's very
good games are very complex
investments that take a long
time to bring to market. And
they cost a lot of, you know,
energy and money to produce from
some very talented people, it's
very specialized field. And so
so it's, it's tough, and it's a,
it's a constantly evolving
space. And if you're trying to
do it all by yourself, so
that's, you know, coming up with
the games, your own IP, you're
trying to self publish things,
and you're trying to self fund
things. And, and, you know,
you're releasing things
yourself, you're doing your own
PR, you're doing your own
support, doing everything
yourself, that's what we're
doing at North play, we do
basically doing game development
on heart. And I've been
bootstrapping that company for
five years. And, and I can only
really, we can all really do
that, because I've have maybe,
you know, 15 years of
freelancing behind me, and I get
to work with some very talented
people. So, so it, but it's
always a balancing act, and
there's really no, there's no
guarantee that we will be around
in a year or two years. Because
once you start having a certain
size, your burn rate is so high,
that you constantly have to feed
it. And so you need to try to
you try to make strategic
decisions about what to do next.
But most products that you
yourself develop will take 234
years before they come out,
right. So you constantly have
like this time lag. So trying to
make up by of course, like we
do, we try to, you know, do
client work. And I know a lot of
other small studios do that. But
there is a an inbuilt sort of
danger of doing client work is
that you sort of become what you
work on. So if you if you make a
poor choice and work on
something that's uninteresting,
or that pushes the team towards
a certain type of technology, or
you know, type of product, you
become an expert at that, and
you'll continue getting work
like that. So it's very easy to
get derailed. And it's very hard
to combine, like the fact that
you want to stay independent and
build your own things. But you
also want to work for clients
and make sure that you have
enough money to pay for
salaries, but you don't want to
work on boring things. And so
those those two things are in
constant flux and, and I usually
explain it the way it is like,
this is the hardest game that
I've ever played, like being the
the CEO of a small game studio,
because it is really tricky to
make ends meet and to and to, to
produce things. And making games
is really fun. But it's also
really hard, right? A lot of
people they play a lot of games,
and they're like, I can make
games. And I was like that.
Jeroen Leenarts: So you're
basically playing a real life
version of Games Game Studio
tycoon? Yes,
Michael Flarup: exactly. Yeah,
that's, that's sometimes it
feels like like that. But yeah,
no, it's it's it's a
multifaceted discipline. And I
love it. It's absolutely
amazing. It wouldn't change it
for anything. But it is it is
very tricky.
Jeroen Leenarts: So and then the
time split between working on
your own products with the team
and having yourself and your
team members are working for
third parties. Is that like a
clear cut line that you draw? Or
is it a bit dependent on on what
kinds of projects from clients
come your way?
Michael Flarup: Yeah, it's
that's a good question. It's, it
is very fluid. I think I I've
sort of constructed and an
everyday for myself that that is
quite loose and very flexible. I
have like yourself, I have two
small kids. And so I and we work
from home I've been working from
home for a long time and coming
into the office occasionally but
really trying to schedule my own
my own work life balance in a
way that's beneficial to my
family and to myself into the My
interests. And I want to be in a
position where I am, you know,
constantly inspired and I have
the flexibility to to To grab on
to an idea that might come my
way. And I think that's, that's
been a fun sort of way to build
my career because it's it,
you're constantly trying to be
like, opportunistic about, like,
Oh, this is an interesting thing
that I would like to do. And if
I set my schedule in stone, or
try to make some clear
boundaries, it might be much
harder for me to, to, to pursue
some of these ideas, right, the
the app icon book, Kickstarter,
the whole idea of producing a
physical book is one of those
side projects that had I, you
know, been working in a more
like stringent way where I had
to like, you know, clock clock
in and out from nine to five or
whatever, and go to an office
every day, I would never have
been able to make a project like
that, because it really has
taken a lot of time.
Jeroen Leenarts: So and just to
look at this Kickstarter book,
we'll dive into it a bit more
later. But how do you decide
that it's a good idea to create
a Kickstarter, while you're
already running a company and
doing client work? And so how
does that work? Because,
obviously, you have an idea, you
have thoughts, you start maybe
sketching it out a little bit.
So to make it a bit more of a
concept. Yeah. But then at some
point, you have to make this
decision, either it's a good
idea to execute on this, or it's
a bad idea. And then you make a
choice.
Michael Flarup: Yeah, that's a
that's a good question. So first
of all, I want to I want to
preface the answer with, I have
like a graveyard of products
that never, you know, went
anywhere. And actually, many of
them, we, I finished them with
people. So we did do the
websites, the apps, the
everything, right, but there was
just never really a business
there in the first place. But I,
I don't regret really any of
them, because they were just me
chasing what I thought would be
fun at the time. And sometimes
that goes hand in hand with a
good solid business plan.
Sometimes Most often it does
not, it's just sort of like just
kind of tickling my own fancy of
what what I would think would be
interesting to make. And the app
icon book is was like just
another one of those things in
the long string of the many side
projects, people who follow my
work will know this, there's
just a, I've just, I just like
to dabble in a lot of different
things. The app icon book, I
kind of it's an idea I've had
for a very, very long time. And,
and so because because my
background is as a visual
designer, and app icons make
designing app icons have been a
staple part of my career for the
longest time ever. In many ways.
It's kind of like how I got my
start as a designer, because
just to sort of turn down, turn
back the clock a little bit. I
think back around like 2000,
like five or something like
that, when we're sort of
starting to to do more and more
design, I was like hanging out
in forums online, just doing
places like Mac themes. And like
these really obscure phpBB
boards for designers, and we
just, we'd make Winamp, skins
and wallpapers and icon sets and
things like that. And there was
not any great demand for any of
these things. It was just sort
of, you know, we just did it as
a hobby, because we wanted to
customize the computers that we
were playing around with. And
maybe we did some web design or
some freelance for people on the
side. But whenever I got the
chance, I would I would make
icons, and and then the
smartphone came around, right,
we got the iPhone. And suddenly
this kind of obscure skill of
conceptualizing and rendering
iconography. I know that icons
have been around on the Mac for
a long time. But suddenly, with
the smartphone, it was really
thrust onto the mainstage on
home screens. It was very it was
it was popularized. And a lot of
it was in high demand suddenly.
So those few people that were on
those forums, I know most of
them by name. Some of them are
friends of mine still. And they
were suddenly like, they went on
to be hugely influential people
that shapes visual design today
that either they've worked for
big companies or, you know, have
produced their own companies. So
it was kind of like that's been
my background. So app, I can
somehow even with all my
adventures of running companies
and doing all stuff, even now
running a game studio, I still
love making app icons. And I
sometimes do that as a
freelancer. And so I've been
thinking about like wanting to
celebrate that for the longest
time. I also make resources for
people, I run a resource website
called Apply pixels comm which
also started from a side project
of I did something called the
app icon template back in the
day because when you deliver app
icons, you have to you know,
deliver a lot of different
sizes, and I did a template for
that and put it up one evening.
And I actually got a job
interview with Apple because of
that they wanted me as a as a
QA, part of QA between engineers
and designers, and I had had to
be like, Oh no, no, you're
misunderstanding me. I'm not
like super pedantic about this
stuff. I made this template
because I'm lazy. I don't want
to do it all the time. So I had
to turn that down that job. But
But yeah, so but but so what I'm
trying to say is that app icons
and making resources and talks
and workshops about app I can
sort of just always been there
in my career. And I thought it
was a shame that no one had ever
done a physical book about it. I
have like logo books behind me
here, big, beautiful coffee
table books with logos. And I
was like, why hasn't anyone done
this for the craft that I love,
right? And so I kind of knew I
wanted to make the book. And so
I made a website and kind of
just announced it, because
there's nothing like public
commitment, right? Like I'm
making this book, and I was for
four years ago.
Jeroen Leenarts: So but what
made you decide to create a
Kickstarter on its end, because
you've mentioned that you're
working on it for four years,
because probably, by the time
that you hit launch on your
Kickstarter campaign, you
probably had a pretty good grasp
of what the end product would
would look like, what it would
be what content would be at
least like 80% of the content.
But why then at that stage,
create a Kickstarter.
Michael Flarup: So I have been
wanting to make the Kickstarter
for a long time as well. And I
think we could have made the
Kickstarter way sooner. Because,
you know, we had most of the
content as you as you said, but
I, I think, like, the reason why
I wanted to crowdfund This is
that I think there is sort of a,
there is a network effect. I've
done crowdfunding in the past.
So it's not completely foreign
to me, there is that network
effect that I wanted to I, I'm
very fortunate to have quite a
lot of people that follow my
work. But I knew that I would
have to just sell, you know,
such an expensive, physical
product that needs to be shipped
around the world, I needed to
reach outside of my network, and
somehow, you know, get to that
next stage. And I think a
crowdfunding campaign is an
excellent vehicle for that.
Because you know, you get that
community of network effect. It
is. And I designed the
crowdfunding campaign for the
iOS app, I can book in a very
specific way, that would ensure
that we would luckily reach the
goal quite quickly. So have we
only reached the goal, the goal
was 10,000 euros, I would
definitely have lost money on
this book. But I was perfectly
willing to do that, because I
really wanted the book to exist,
right? Luckily, it didn't happen
that way. We were at this point
where like, I think 1,300% over
funded. So it's it. That's kind
of ridiculous even saying it.
But But But But But yeah, I
know, I wanted I want to do the
Kickstarter, and we could have
done it a couple years back. But
it was important for me that we
would do it at the end, when we
were almost done. Cuz I know the
the stresses and the pressure of
running a Kickstarter campaign.
You're constantly like, you're
raising funds, and you're not
delivering, like, if you if I
would have to work on the book
for two years, while people were
had actually paid me money to
get it, that would have stressed
me out beyond belief. It's still
gonna stress me out now. Because
we hopefully will have the book
in hand by by like, you know,
spring, but, but it's it's less
of a gap. And so that's why we
made a Kickstarter. And that's
why we made it now.
Jeroen Leenarts: So but what
about the getting 1,000% pasture
funding goal? Because at some
point, you must have thought
when you were looking at the
number of probably each day,
multiple times that you were
thinking like, I think I need to
do some scaling up of my
production here. So how was that
actually? Because I can imagine
that you think, okay, 200%
Extra, that's nice. But then, at
some point, you'd have to think,
Okay, I'll need like a warehouse
to be able to execute on this.
Michael Flarup: Yeah. Yeah, no,
first of all, I think this is
important to mention to anyone
listening that it's my name on
the cover of the book, of
course, but I've gotten a lot of
help me in making this book. And
so there's some been some very,
you know, talented and patient
people around me for these past
four years that has helped me
through this. And, and they're
right there next next to me
doing all this sort of stuff.
Right. I think that's important
to mention. One when we talk
about the
Jeroen Leenarts: how big is the
team that is working on the
book, that's so so
Michael Flarup: one of the first
people I contacted the team is
like, we're like five or six
people, but they're one of the
first people I contacted was Jim
Nielsen. He runs something
called the iOS icon galleries.
And then a couple of other
actually, I can galleries. He's
a very, he's very talented guy.
He's very, he's a he's actually
a developer, developer first
designer second, but his own
words, not mine. And I just knew
that he would be passionate he's
he curates these galleries. And
so I, when I had the idea, I
remember I was like, at swim
practice was with my then four
year old son, and I was like,
I'll just text I'll just send an
email to Jim like, just I know
it's a far off shot like Hey, do
you want to help me make a book?
Right? And I think like within
10 minutes, he replied back I
was like, yes. So he was on
board really early. And he's
really helped me with all the
detective work of sort of doing
the internet archaeology. We've
been through. Anders buffman,
was a print designer that I
actually ended up hiring,
working with. He works with me
now and my company called play.
And he works on the book, hired
in all of Lindbergh, who is a
very talented freelance editor
that I've worked with in the
past. And then of course, I have
my friend Mark Edwards, who's a
very talented designer as well,
he runs a company called Bianco.
He's just has a wealth of
knowledge about graphic design.
And he's sort of been a good
sounding board as well. So those
people been around me and many
others. But those people have
been taught the core core team
around me. Sorry, I got away
from your earlier question. What
was the first question? Oh,
remember?
Jeroen Leenarts: Yeah, let me
think a little bit because,
yeah, I was curious about you
had like a funding goal.
10 1000s. And then that's right.
At some point, you're gonna go
like, Oh, boy, I'm gonna need to
scale up things. This is getting
way out of hand. Maybe even.
Yeah, so yeah. What was the
experience there? Because at
some point, you think I'll get
successful? I'm in trouble now.
Because it's too successful.
Maybe? Yeah,
Michael Flarup: yeah, no, that's
definitely that's part of it.
And I think we, this, as I said,
this isn't my first rodeo when
it comes to crowdfunding. So I
think I've been very careful.
And I have tried to really
mitigate the effects of it be if
it if it even when it happened
to be successful. And there's
multiple things that I've done
to sort of make sure that that's
not going to hurt us too much.
And first of all, we did our we
did our homework on, you know,
costs and logistics. And it's a
pretty crazy time to be shipping
anything around the world. So
our shipping prices are very
high. Actually, we were quoted
higher than what we're charging
on the Kickstarter. But we're
then using some of the margins
to bring down from the book to
bring down shipping costs.
Jeroen Leenarts: Because because
of the sheer number of people
interested you, you get some
scaling benefits as well,
because you can do a bigger
production run maybe. Exactly,
Michael Flarup: yes. And and
the, the printers that we have
very carefully selected for this
job is they're very, very
experienced printers here in
Denmark, with a long history of
making high quality art books.
And and you have to do you try
to anticipate some of these
things when you when you go and
make a Kickstarter like this,
right. So and the thing is, it's
interesting, because you will
work with a lot of partners that
don't really understand the
nature of Kickstarter. So the
printers for examples, like how
many books are you gonna make?
Right? It's like, I don't know,
you're gonna have to give me a
quote for 100 books for 500
bucks for 1000 books. And then I
will have to run those numbers
with our logistical partners.
And they'll be asking, how many
books are you gonna ship and
we're like, we don't know how
many books you're going to ship
to America, we don't know. So,
so. So you try to we have like a
spreadsheet, and you try to
calculate, there's a lot of
numbers in there. And I'm not a
numbers guy in general, you
know, people frowning at that,
because I'm the CEO of the game
of game studio. But I was never
very talented at math. But I
really tried. And there's a lot
of things that goes into that
equation, because you also have
5% goes to Kickstarter, you have
at least 10% of the orders that
will default for credit cards,
logistical stuff will change, we
know for sure if it I don't
think that the shipping
situation is just magically
going to clear up in 2022. So
there's like a lot of factors to
take into account. And even
after crunching all those
numbers, you still just have
like this, you the hits kind of
like a roguelike game, you
really don't know what's gonna
happen, right? A lot of things
could go wrong with the
production or, you know,
packages will get lost once you
ship them worldwide. And so try
to take some of those things
into account the ones that we
could, and build in some
margins. It's very easy to
bankrupt yourself when you're
doing when you're shipping stuff
worldwide. And so I was really
careful about that. I hope
that's not going to be the case
here. And I realized that people
are going to look at that, like
a big number that we're gonna
get from the Kickstarter, like,
oh, it's payday, right? As like
math. I've actually had like
four years of working on this, I
have expenses to pay. I've paid
people to do 3d For the, for the
campaign. Like there's just so
many things in there, right.
Hopefully, in the long run, it
will be a product that can be
profitable. But But this but
scaling wise, there's just a lot
of things to take into
consideration. Another thing is
that we actually thought that we
would ship these from our
apartments and and had it only
been 500 books. We could have
done that easily. Well, not
maybe not easily, but we could
have done that. And now that
we're looking at a first
production run of probably
around but somewhere between two
and 3000 books. I don't think
we'll do that from an apartment.
somewhere or house even Yeah, we
will need a dedicated place to
do that, I still think that we
will, I think it's a little too,
like it's not enough to bring in
a fulfillment partner, because
that's a whole different thing,
right. But it will probably pack
them ourselves from maybe a
small warehouse, something like
that. Something that will
probably be cozy and fun. So And
Jeroen Leenarts: what about
people that are interested in
the book after the Kickstarter
has ended? Is it like a limited
run? And that's it, or what are
your plans after that?
Michael Flarup: So of course, I
want people to back the
Kickstarter, it's way easier and
way better if people just pull
in the money with a Kickstarter,
because those are also going to
be the orders that we're going
to fulfill up for up front
first, but yeah, but that being
said, like there, of course,
we're going to this is, what
will likely happen is that this
is going to be like the
ambassadors of the products,
these are gonna be the first
1500 or 2000, people that will
be getting the book. And once
they start shipping in April,
you're gonna you're gonna have a
lot of people asking if they can
buy the book, which is a good
thing, a good thing, right. And
so, we I do plan on I think what
we'll do now is I have I've paid
for like a backer kit
integration. And part of that is
also to do like late pledges,
they have like a plugin that I
can put on the website. So I
actually think that when the
campaign ends on Friday, I'll
probably on app, I can book
calm, if people, people probably
listening to this after the
components, they will be able to
go to app, I can book calm, and
hopefully they will be able to
place an order. And we will, we
will sort of just put them at
the back of the queue in terms
of like the first production
run. And right now I think we've
sold maybe 1500 books through
the Kickstarter will end
somewhere around that, right.
And I'm going to be placing a
somewhat bigger order, not a
lot, because we don't want to be
keeping, you know, permanent
warehouse somewhere with like
500 books stocked, because
that's, that could easily be
very costly. But we are going to
order maybe 2000, or two and a
half 1000 books to be produced.
And, and we will be selling
those as we have stuck. And
that's going to be the first
production run. And then from
there on off, it's kind of hard
for me to say, right now,
there's a lot of brick and
mortar publishers, but big
publishing houses that are
contacting us, which is fun,
because had I pitched this book
like four years ago to a big
publisher, then, you know, could
be like, I'm gonna make this
book about app icons, and you
know, the things that live on
your phone, I'm not sure that
they would have no love that
idea. But but now that we've
shown that there is an interest
in and the Kickstarter is very,
very early, it's a very early
way to, to sort of show people
that there's interest in this
product. And we've done that
now. So now some doors are
opening that that probably
wouldn't have opened otherwise.
And and I'm going to have to go
down some of those doors and see
like, Okay, can we make you
know, deals with people to put
this in actual bookstores around
the world, that would be pretty
cool.
Jeroen Leenarts: One thing that
I thought of is that we've been
talking about a book quite
extensively. But for people who
are not familiar with the
Kickstarter campaign that you're
running, and the actual book
that you are creating with a
group of people, can you take
like one minute to explain what
the book is about and what the
goal book is, and why people
should buy this book.
Michael Flarup: I've been
thinking about that as well. So
for anyone who wants to know
more, you can go to app icon
book.com You can read read up on
it on your own leisure, but the
idea is that it's a celebration
of the art and craft of app icon
design. And and what that means
is that we've we've had kind of
a really condensed history of
art on this platform, since we
we got smartphones, touch
enabled devices in general,
which really propelled sort of
iconography from you know,
something that were on computers
and in Docs and tap bars into
something that was under
people's fingers and in a lot
more hands. And so it's really
utilitarian art and it's such an
interesting history there's a
lot of you know, great people
that have sort of risen to meet
this demand and a great artists
and and they've created like,
what what I consider a veritable
treasure trove of icon it's been
a golden age of icon design.
That's what I'm trying to say.
And, and I that I started out
with like this very like, like,
like just personal goal of
wanting to celebrate that
because it's as I said earlier,
it's a it's a craft that I've
spent a lot of time you know,
making icons, I've just made a
lot of icons, and I wanted I
know other people that that feel
the same way I was like yeah, we
need to like put put like puts
show a shine a spotlight on this
sometimes overlooked part of
design that I think is so so
important for for products these
days. And and and that's how I
how it started how the book
started, but Working on it for
four years, another thing became
very clear is that actually,
we're also preserving some of
this art because a lot of it is
being lost to time. Because as
we know, apps disappear, or they
update, or you know, get sunset
or sold or whatever. So a lot of
the stuff that we're, it's
interesting that we can be
nostalgic for something that
happened just 10 years ago. But
here we are. And and I think
that's the vibe that a lot of
people get from this book,
right. So it's really
celebrates, like the whole
history of app icons, from back
from the skeuomorphic days to
telling the story of how like
the great flattening of iOS
seven happened, and how some of
the vibrancy and tactility is
now coming back into
iconography. And in many cases,
we've gotten like multiple
iterations of icons, like
different versions for different
for different apps. And it's
just you can see the story being
told through that art. And so
that's what it is. And the book
also has the it's not a big
textbook, but I wrote some stuff
about how I do my work, which
even though if your people not
planning on becoming iconis, I
think it gives them some lenses
through which they can view and
sort of enjoy the artwork in the
book, we have artists
spotlights, because there's a
lot of people that's actually
contributed to this field from
around the world, designers,
teams of designers. And so I
wanted to sort of have have
their story told, and, and so we
can see some of the humans
behind the art. So yeah, it's
just sort of like a little
beautiful art book, a little
piece of piece of art history
that many of us have lived and
worked through.
Jeroen Leenarts: Okay. And the
form that wasn't one one minute,
by the way. No, I sorry. So but
and the form factor of the book,
it's, well, you could describe
it as, as hefty encyclopedic,
right. It's, it's a big book
junkie, lot of patients,
Michael Flarup: I think, I think
that might be like a common
misconception, because it's,
it's probably only gonna be
like, 150 pages. So so so it's
not like, it's not gonna be like
a thick book. And it's actually
also it's not an encyclopedia,
because, really, we have less
than 1000 book icons in the
book, that might sound like a
lot. But once you space them out
the way that I've done it, it's
actually not that much like,
it's, I wanted each icon to
like, I wanted to have some
editorial decisions in there.
And I wanted it to be
interesting to explore and group
the icons and the themes, and
here's games, or here's
utilities or whatnot. So it's
not a big, thick, heavy book
that that has every icon ever in
it. It's much more sort of, sort
of like an like, yeah, like a
very, like carefully curated art
book. Of course, yeah, it is a
hardcover book, and it's gonna
be really nice. Like, it's a
it's a very high quality
product. But, but yeah, it's not
a yeah, not thick.
Jeroen Leenarts: Yeah, it is
something as if you're into iOS
app development as a company, it
would be a great article to have
on your coffee table for
visitors to your company to have
just to thumb through and just
have a look at while they're
waiting to be to be talked to in
their appointment, maybe, and
also in your own bookshelf to
have it available would be
great, I think.
Michael Flarup: Yeah, no,
absolutely. Does. I also feel
like there's one other thing
that's become clear to me is
that I, I've been I've been
fighting this fight for a long
time. But I think there is a,
there's something to be said for
design being having a lot of
sameness these days. Sort of
like a merging of styles.
There's still trends and things.
But we were, you know, people
joke like which of these three
apps are you designing right
now? Which of these three
websites are you making right
now?
Jeroen Leenarts: Or is there
another color besides blue?
Michael Flarup: Yeah, exactly.
And, I mean, we can laugh at
that. And I think there's great
things that's come out of a new
generation of designers that,
that we've had a more of a
democratic democratization of
design, really, and a lot of the
tools that we've gotten now are,
are much easier for people to
get into. And so Subsequently,
we also have way more people in
the design space, which you
know, means that we hopefully
should get more diverse stories,
better representation. So all
those things are great, but
there is still like this nagging
feeling of like a sameness in
design. And I think a book like
this is is an excellent like
counterpoint to that, because
you can really look back at 10
years of playfulness in icon
design, and I can design is a
very special little like
constrained area where people
sometimes play and play around
with, you know, branding, and
colors and concepts and things
like that. And, and so I think,
I think it's a it's the perfect
place to, to, to create sort of
the spark of imagination, and
you can look back and maybe
hopefully see that design can
really be anything we want it to
be.
Jeroen Leenarts: Yeah. Sounds
like sounds like you have some
thoughts on this and let you
spend well over four years maybe
even thinking about this. So if
people want to know more about
the book, where should they go?
Go out by can book.com Okay, so
they can't miss it. And well,
just to dive in a little bit on
your persona, you already
mentioned here on there that
you've been in the field for,
like 15 years, if I'm correct.
And is it like 15 years ago, the
start of your career that you
started professional software
development in some capacity? Or
was there more before
Michael Flarup: that? So, I
think I was always interested in
doing creative work. And I think
a lot of the stuff that I did
initially was, you know, way,
way back in the, you know, the
like before the, like, the
2000s, of sort of just playing
around my computer on my pirated
version of Photoshop, and doing
their questionable digital art
and posting it to divine art or
deviant art or some of these
other sites. And I was just
like, like, yeah, that's, that's
how it started. And I was always
interested in, you know, playing
video games, as well, like a bit
of a geek, you know, built my
own computers and played a lot
of video games, and was very
inspired by video game
aesthetics. And I think that's
interesting, because it's
something you can see in my work
today, as well, if you look at
some of my and my app, I can
work for example, my visual
design work, I think a lot of it
has a video game quality to it,
in terms of vibrancy and colors,
and playfulness. And so that's
always been like a thing thing
that I've been into. And yeah, I
started just doing, I thought I
was going to be a software
developer for a while there. And
I did study computer science at
university. And I found out that
I was like the worst developer
ever, I was just not a very
talented programmer. But
luckily, I could sort of make
that make up for that with my
visual design skills. And I'm
not just I just kept pursuing
things that I thought would be
fun, right. And, and, and if you
do that for long enough, people
will eventually present
different opportunities. So you
will, you'll sort of open doors
that will lead to other doors.
And, and that's what I've done,
I've just kept sort of revising
and trying to figure out what it
was that I thought was fun at
the time. And that's that's led
me to, to to become an an
entrepreneur, as they say, just
sort of making companies and
because I had to, because if you
if you want to get something
done, you have to partner with
other people. And, and you have
to, you know, just kind of Yeah,
relentlessly pursue some of
these these ideas that you get.
Jeroen Leenarts: Yeah, I can
imagine because, but as you
mentioned, you did like a lot of
design work, then you try your
hand at software development.
But since that, sort of like
sidestep into software
development was all your work
since then. mostly related to to
something with software, or was
also design work that was
strictly non tech related.
Michael Flarup: I think I mean,
it's interesting, because I was
always interested in the art
side of things. And and even
when you go back and see some of
my questionable digital art, I
tried to take some of that into
the iconography that I did. And
I think even today, like people
will sometimes call my work
like, you know, it's a little
playful, and it's a little it
has like, on the artsy side,
sometimes, rather than sort of
being strictly utilitarian. And
so I think that's followed me
all all through it. I've done a
lot of different things like, I
have designed print stuff for
books and flyers for parties.
I've just said yes to a lot of
things. I've had a budding
speaking career for a couple
years. Because you know, once
you have done this a few times,
you, you get asked if you want
to come to a local meetup and
give a talk and you get paid and
pizza and you say yes. And then
someone from that audience asks,
If you want to fly to Amsterdam
to give a talk, and you say yes,
then like, and so on, and so on.
Right. And so, five years later,
I'm like giving talks at Adobe
MAX, the largest creativity
conference. And so So that's
been a part of my career. Again,
just another example of saying
yes to something because I
thought that's a really
interesting thing to do. The
same with game development, in a
sense, like, I made a bet, way,
way back when I was a boy, even
like, early teenager, I was just
like, going to my friend's house
and we had like this copy of a
program called click and play.
It was made by Max's that would
later develop the Sims and
things like that. It was like a
tiny, like event based game
engine where you had like a
bitmap editor, like you do
sprites in it, and then you
could program it by sort of
doing like event based
programming, like really simple
stuff. And so me and my friend,
we would like make games for
fun. And we even made like a
fake company name like we would
have like it was called Sun
games, if I remember correctly.
It's kind of funny. It's like I
lost touch with that with with
with my friend. grass was a long
time ago, shout out to him, he
was a great friend. And we had a
lot of fun. But it's fun today
like, today I get to run that
run a small game studio, right?
Because I still have that
interest. And so there's been a
lot of things where I think it's
helped me to that I, you know, I
studied computer science and
learn some of the things today,
it helps me better understand
the developers that I work with.
And also like the possibilities
and the space. And I think it
keeps me curious about new
technologies and things that
happen. But we've we've done
work in mixed reality I've done
work like in that's just sort of
like pure art stuff. That's just
like digital art. And then of
course, all the iconography and
all those things. So it's really
a broad field of things. It's
not, not one thing, just also
grown as a CEO. That's another
thing, like people are like, how
do you do this? Like, I don't
know, like, how do you manage
people? How do you hire? How do
you fire? How do you, you know,
how do you strategize these
things? As like, I don't know,
let's try to see if we can
figure it out together. Right.
Jeroen Leenarts: That's the
first time for everything,
right?
Michael Flarup: Yes. So it's a
tricky question. You're asking
me, that's what I'm trying to
find out? Like, it's a little
bit of everything. Right?
Jeroen Leenarts: But But could
you say that, that during your
career that you in some way gain
a benefit from doing all these
kinds of different things that
are somewhat still related to
design work, that it allows you
to stay stimulated to stay
engaged with the things that
you're working on? Oh,
Michael Flarup: absolutely. I
mean, bing, bing, I usually when
people ask me what I do your
dinner party, or whatever, and
you're like, what do you do?
Like, I can't even begin to
explain the five different
things I worked on today. But I
just tell people that I'm a
designer. And, and I think like,
because I feel like makers kind
of like a little contrived,
right, but it that's you sort of
lacking some words here,
sometimes, like we just we make
things or, but being a designer
has definitely given me like the
appetite to make things. And I
learned very early on that if I
could draw these things like on
my computer, and they had value
to other people, that's
incredibly powerful, like, piece
of learning that you get there,
right, and you carry that with
you, for the rest of your life.
I, I imagine it's kind of the
same with developers, and they
write their first piece of like,
bit of like code, and it does
something and other people can
use it. It's kind of the same
with designers, I think you
create something that has value
to someone else, and you created
it out of thin air. And, and
just your imagination, and, and
the tools at your disposal. And
I think I know, it just that's
that's always stuck with me
through whatever that I'm doing.
And these things cross
pollinate. So you do one thing,
you get good at something. For
me, it's, for example, been
iconography, it's, it's a good
place to start with a
conversation like this, like do
a lot of app icons. Because to
begin with, just because I
thought it was fun. Later on, I
get paid to do it. But it also
sort of gave me an in with like,
people that I would later start
a company with or so. So it
constantly leaps from one thing
to the next. And so the your
career really becomes like this
long string of things, you said
yes to things you chose to put
some more time and effort into.
And all those things are really
interconnected in a way. And to
me, it's, it all comes down to,
you know, just being a visual
designer and just being able to
make things on my computer.
Jeroen Leenarts: Sounds good.
Yeah, just looking at the time,
I think it's we're already
approaching the end of our hour
that we had together. I know
you're very busy today. And
there's much more stuff that you
need to do this week. So I just
want to thank you for your time,
Michael.
Michael Flarup: Thank you for
having me.
Jeroen Leenarts: So if people
want to know more about your
book app icon, book.com if they
want to know more about your
company, that's north play.co.
North a.co Yeah, yeah, that's
Yeah. Yeah. And is there
anything else that you wanted to
have people have a look at?
Michael Flarup: Well, I mean,
like 15 different projects,
right. But no, mostly it's just,
like just my, my, um, just my
last name on Twitter. At
flareup. A Philly are up my
websites also flareup.co which
is sort of I try to sometimes
collect stuff there. But yeah,
Twitter is like probably the
best place to reach out if
anyone have any, any questions
or comments or anything like
Jeroen Leenarts: that. Okay,
well,
Michael Flarup: I always enjoy.
I always enjoy hearing from
people that listen to the
podcast episode, because I am
not good at this myself either.
I want to remind myself to if
you if you listen to a
conversation that somehow that
you got something from just
right now just go to Twitter,
like move over and the taps on
your phone or whatever, go to
Twitter, just send me a tweet
and be like, Hey, I have this
question. Just whatever you
whatever you're thinking,
Jeroen Leenarts: yeah, that's I
think that's one of the best
things about design work, but
also software development, just
having people tell you what to
think about the things that you
did, and the thoughts that you
have. And yeah, with that,
Michael, thank you for your
time. Good luck. At the end of
the week, I think it'll work out
and I look forward to see the
book in person because I think
it will be great. Thank you.