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Flutter

Winter 2012Acquired

Flutter combined computer vision technology with the built-in webcams…

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FL

Flutter

Winter 2012Acquired

Flutter combined computer vision technology with the built-in webcams…

Save
Company details

Flutter is recreating the magic of seeing someone in real-life for the first time, on your phone.

Flutter lets you record short, ephemeral videos to express yourself and capture the attention of potential matches nearby. Users browse through nearby videos and, just like Tinder, like or pass on each one before moving on to the next.

Here’s the catch: to actually match with someone, you have to be on the app at the same time and look into each other’s eyes for 15 seconds to see if there’s a spark. We help users play this game by sending push notifications when people they like are online.

Video is so powerful. We've seen this with YouTube, Snapchat, Meerkat. And 15 seconds of live, two-way video can tell you so much more about a person than hand-picked photos and bios.

Location
Los Angeles, CA, USA; Santa Monica, CA, USA
Founded
2010
Category
Computer Vision
YC profileflutterapp.com
Founders
  • ND
    Navneet Dalal
    Founder/CEO
    LinkedIn
  • MN
    Mehul Nariyawala
    Founder/Product Management
    X / TwitterLinkedIn

Flutter is recreating the magic of seeing someone in real-life for the first time, on your phone.

Flutter lets you record short, ephemeral videos to express yourself and capture the attention of potential matches nearby. Users browse through nearby videos and, just like Tinder, like or pass on each one before moving on to the next.

Here’s the catch: to actually match with someone, you have to be on the app at the same time and look into each other’s eyes for 15 seconds to see if there’s a spark. We help users play this game by sending push notifications when people they like are online.

Video is so powerful. We've seen this with YouTube, Snapchat, Meerkat. And 15 seconds of live, two-way video can tell you so much more about a person than hand-picked photos and bios.

Location
Los Angeles, CA, USA; Santa Monica, CA, USA
Founded
2010
Category
Computer Vision
YC profileflutterapp.com
Founders
  • ND
    Navneet Dalal
    Founder/CEO
    LinkedIn
  • MN
    Mehul Nariyawala
    Founder/Product Management
    X / TwitterLinkedIn

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On this page
  • Overview
  • Founding Story
  • Timeline
  • What They Built
  • Market Position
  • Target Customers
  • Market Size
  • Competition
  • Business Model
  • Traction
  • Post-Mortem
  • The Consumer App Was Always a Means, Not an End — and That Was the Right Call
  • The Three-Gesture Ceiling Was a Structural Constraint, Not a Roadmap Item
  • The Licensing Model Was Unvalidated at Exit
  • The Competitive Dynamic Made Acquisition More Likely Than Market Success
  • The Unanswered Question
  • Key Lessons
  • Sources

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Overview

Flutter was a San Francisco-based computer vision startup founded circa 2010 by Navneet Dalal and Mehul Nariyawala. [1] The company built a free Mac application that used the laptop's built-in webcam to recognize hand gestures — no additional hardware required — allowing users to control media playback with a wave of the hand. After passing through Y Combinator's Winter 2012 batch, Flutter raised $1.4M in seed funding and reached the top of the Mac App Store in 72 countries. [2]

Flutter did not fail in the conventional sense. Google acquired the company on October 2, 2013, for a reported ~$40M — roughly 28x the seed capital raised — because Flutter's gesture-recognition algorithms demonstrably outperformed Google's own. [3] The consumer app was always a proof-of-concept vehicle for the underlying IP, and the company was absorbed before it ever had to solve its real unsolved problem: converting a free, novelty-driven app into a licensable B2B technology platform.

Google retained the entire six-member team. [4] Co-founder Navneet Dalal went on to work across Google AI and Nest. The planned August 2013 product launch — believed to be a Windows release — was never shipped. For seed investors including Andreessen Horowitz and NEA, the outcome was a clean, high-multiple exit on a roughly 16-month hold. [5]

Founding Story

Flutter's origins trace to a deceptively simple frustration: watching Netflix on a laptop and not wanting to get up to skip an ad. [6] That consumer pain point grounded what was, at its core, a research-led startup built around one of the most credentialed founding teams in YC history.

Navneet Dalal brought the technical foundation. He holds a PhD from INRIA Grenoble, where his thesis — "Finding People in Images and Video Sequences" — produced the Histogram of Oriented Gradients (HOG) descriptor, a landmark algorithm in computer vision that became a standard method for human detection in images. [7] He is also an engineering graduate of Delhi University. [8] Mehul Nariyawala complemented Dalal's research depth with operational range: a BS in Interdisciplinary Studies in Bioinformatics from University of Maryland Baltimore County and an MBA from the University of Chicago. [9]

The two had worked together before. Both joined Google following the 2010 acquisition of Like.com, a visual search startup. [10] That prior acqui-hire gave them a direct playbook for the outcome they would eventually repeat — and credibility with investors who could see the pattern.

The founding insight was elegantly contrarian. In 2010–2012, gesture control was synonymous with dedicated hardware: Microsoft's Kinect used a depth sensor, Leap Motion required a USB controller. Dalal and Nariyawala asked a different question: what if the webcam already embedded in every laptop — costing approximately $0.50 per unit in marginal hardware terms — was sufficient? [11] The answer required solving a hard computer vision problem under real-world constraints: variable lighting, cluttered backgrounds, low-resolution sensors. Dalal's HOG-based research background was directly applicable.

The team assembled around the founders was unusually credentialed for a seed-stage startup. Rahul Garg ranked 7th nationally on the IIT-JEE entrance exam and holds a PhD from the University of Washington. Varun Gulshan holds a PhD from Oxford. Ankit Mohan holds a PhD from Northwestern. Seungho Yang is a Johns Hopkins graduate. [12] At the time of the seed round, the company had seven full-time employees. [13]

Flutter was incorporated around 2010, though the company went through YC's Winter 2012 batch — suggesting a roughly two-year period of pre-YC development before the formal acceleration. [14] The founders framed their ambition in infrastructure terms from the start. As Nariyawala put it: "Flutter wants to power the eyes of our devices — in the same way that Siri functions as the iPhone's ears." [15] The consumer app was always a means to demonstrate that infrastructure's viability, not the end goal.

TechCrunch interview with Flutter founders Navneet Dalal and Mehul Nariyawala (April 2012), demonstrating gesture recognition live on webcam

Timeline

  • 2010 — Flutter incorporated (approximate); Dalal and Nariyawala join Google following the Like.com acquisition, establishing the acqui-hire precedent they would later repeat [10]
  • January 2012 — Flutter participates in Y Combinator Winter 2012 batch [2]
  • March 26, 2012 — Mac app launches publicly; 11,000 downloads in first 11 days, 400,000 gestures logged; reaches top-5 free apps in 30+ countries within two weeks [16]
  • June 7, 2012 — Flutter closes $1.4M seed round from Andreessen Horowitz, NEA, Spring Ventures, Start Fund, and angels; Windows version in private alpha; team at seven full-time employees [5]
  • December 2012 — Apple names Flutter one of the Best Mac Apps of 2012 [17]
  • February 2013 — Flutter releases Chrome extension adding gesture support for YouTube, Pandora, Grooveshark, and Netflix [18]
  • August 2013 — Flutter plans a new product launch (believed to be Windows version); launch never occurs due to impending acquisition [19]
  • August 20, 2013 — Macworld publishes a review of Flutter, documenting the three-gesture vocabulary — indicating the product remained at minimal gesture depth through its final months [20]
  • October 2, 2013 — Google acquires Flutter for a reported ~$40M; entire six-member team retained; Dalal confirms Flutter's algorithms beat Google's internal gesture-recognition work [3]
  • October 4, 2013 — Post-acquisition coverage confirms full team retention; Dalal and Nariyawala's academic backgrounds widely reported [4]

What They Built

Flutter's core product was a free Mac application that turned the laptop's built-in webcam into a gesture-recognition sensor. The premise was simple: hold up your hand in front of your computer, make one of three gestures, and your music or video responds — no mouse, no keyboard, no additional hardware.

The gesture vocabulary was deliberately minimal. Flutter recognized three inputs: an open palm (play/pause), a fist with the thumb pointing right (next track), and a fist with the thumb pointing left (previous track or rewind). [20] The recognition range was one to six feet from the webcam — roughly the distance between a person sitting at a desk and their laptop screen. [21] The minimalism was a deliberate design choice: three gestures are learnable in under a minute, reducing the friction that had plagued earlier gesture interfaces.

At launch, the app supported iTunes, Spotify, rdio, QuickTime, VLC, Apple Keynote, and Microsoft PowerPoint. [22] The breadth of supported applications — spanning music, video, and presentation software — was a deliberate strategy to maximize addressable use cases without requiring platform partnerships or API access. Flutter ran as a background process, monitoring the webcam and intercepting media control signals at the OS level.

In February 2013, Flutter extended its reach with a Google Chrome extension that added gesture support for YouTube, Pandora, Grooveshark, and Netflix — the exact use case that had inspired the company's founding. [18] This was a meaningful product expansion: browser-based media consumption was growing rapidly, and the Chrome extension brought Flutter's gesture layer to the web without requiring changes from content providers.

A Windows version was in private alpha as of June 2012 and was later released, though it never achieved the same App Store distribution advantage the Mac version had. [23] A new product launch planned for August 2013 — believed to be a more complete Windows release — was preempted by the Google acquisition. [19]

The underlying technology was Flutter's real product. Dalal's HOG-based computer vision research enabled gesture recognition under real-world conditions — variable lighting, cluttered backgrounds, consumer-grade webcam sensors — that had previously required dedicated depth-sensing hardware. The algorithms ran locally on the device, requiring no cloud connectivity, which kept latency low and addressed privacy concerns about continuous webcam monitoring.

What made Flutter different from hardware-dependent competitors was not just cost. It was distribution. By requiring nothing beyond the webcam already in every laptop, Flutter's total addressable market was every laptop owner — not the subset willing to buy a Kinect or a Leap Motion controller. The consumer app was free, available on the Mac App Store, and required a single download. That distribution model was the fastest possible path to demonstrating the technology at scale.

The three-gesture limitation, however, was both a strength and a ceiling. It made the product immediately learnable, but it constrained the use-case depth that would have been necessary to justify enterprise licensing fees. A software company evaluating Flutter's SDK for integration would have needed to see a richer gesture vocabulary before committing to a licensing relationship. That expansion never happened before the acquisition.

Market Position

Target Customers

Flutter's stated target was two distinct customer types that were never fully reconciled. The consumer-facing product targeted laptop owners who consumed media — music, video, presentations — and wanted hands-free control. This was a broad, horizontal audience with no demographic constraint beyond laptop ownership. The B2B licensing model targeted software companies that wanted to add gesture control to their own applications: media players, streaming services, presentation tools, and eventually any software with a user interface. [24]

The consumer app served the first audience well. The licensing model was never publicly validated with the second. No enterprise customer announcements, SDK documentation, or licensing deal disclosures appeared before the acquisition. The absence of any revenue disclosure is itself a signal: Flutter operated for approximately 18 months post-seed with no publicly known revenue. [24]

Market Size

The gesture recognition market in 2012–2013 was nascent and difficult to size. Analyst estimates varied widely, but the structural opportunity was real: every laptop with a webcam was a potential deployment surface. At the time of Flutter's launch, webcam penetration in new laptops was effectively 100%, and the global laptop installed base was in the hundreds of millions. Flutter's no-hardware constraint meant its theoretical TAM was the entire laptop market — a framing that justified the infrastructure/platform positioning Nariyawala articulated publicly.

The more relevant market question was the B2B licensing opportunity: how much would software companies pay for gesture-recognition SDKs, and how many would integrate them? That question was never answered. The consumer traction — top app in 72 countries, downloads in 90+ countries [25] — demonstrated demand for the consumer experience but did not validate enterprise willingness to pay.

Competition

Flutter competed in a market where the dominant players had chosen hardware as their primary axis of differentiation. Microsoft's Kinect used a dedicated depth sensor to achieve high-accuracy, full-body gesture recognition. Leap Motion shipped a USB controller that tracked hand movements with sub-millimeter precision. Intel acquired Omek Interactive in 2013 to build gesture capabilities into its hardware roadmap. [26]

Flutter's competitive position was defined by a single axis: hardware-free recognition. On accuracy and gesture vocabulary, hardware-dependent competitors had a structural advantage — depth sensors and dedicated processors outperformed webcam-based computer vision in 2012–2013. Flutter's three-gesture vocabulary versus Kinect's full-body tracking illustrates the gap. But on distribution, Flutter had an insurmountable advantage: its marginal cost of deployment was zero, while every hardware competitor required a purchase decision.

The competitive dynamic that ultimately mattered most was not Flutter versus Leap Motion or Flutter versus Kinect. It was Flutter versus Google's internal gesture-recognition team. Google was already working on gesture control — for Glass, for Android, for Chromebooks — and its internal algorithms were the benchmark Flutter had to beat. According to Dalal, Flutter beat them. [27] That outcome made Flutter an acquisition target rather than a market competitor.

The structural lesson is that Flutter was competing on a dimension — algorithm quality — where the most likely outcome of winning was acquisition, not market dominance. A startup that outperforms a platform company's internal team on a capability that platform company considers strategic will almost always be acquired rather than allowed to license that capability to competitors. Flutter's competitive success on the dimension that mattered most foreclosed the independent licensing business it had planned to build.

Business Model

Flutter's revenue model was technology licensing: charge software companies to integrate Flutter's gesture-recognition algorithms into their own applications. [24] The consumer app was the proof-of-concept and distribution vehicle — a live demonstration of the technology working at scale, available to any potential enterprise customer as a free download.

The company never disclosed revenue. No licensing deals were announced before the acquisition. No SDK or developer documentation was publicly released. The licensing model existed as a stated intention, not an executed strategy.

Inferred unit economics (labeled as estimates, not facts): Flutter raised $1.4M in seed funding with a seven-person team. [5] Assuming a San Francisco-based engineering team with average fully-loaded costs of $150,000–$200,000 per person annually, the implied annual burn rate was approximately $1.05M–$1.4M. At that burn rate, the $1.4M seed round provided roughly 12–16 months of runway — consistent with the timeline from the June 2012 seed close to the October 2013 acquisition. This inference suggests Flutter was approaching the end of its seed runway at the time of the Google acquisition, which may have influenced the timing of the deal.

The free app strategy was rational for building a licensing pitch — it generated the download numbers and App Store rankings that demonstrated market demand — but it created a structural problem. Without revenue, Flutter had no proof of enterprise willingness to pay, no urgency to close the business model gap, and no leverage in licensing negotiations. The acquisition made that problem disappear before it became existential.

Traction

Flutter's consumer traction was exceptional by the standards of a seed-stage company with no marketing budget.

The Mac app launched on March 26, 2012, and recorded 11,000 downloads in its first 11 days, logging 400,000 gestures from those users. [16] Within two weeks, it reached the top-five free apps in the Mac App Store in more than 30 countries. [28] It ultimately reached number one in 72 countries. [29] Downloads spread to more than 90 countries, suggesting the gesture-control concept had universal appeal unconstrained by language or geography. [25]

Apple's inclusion of Flutter in its "Best Mac Apps of 2012" list provided sustained organic discovery through the App Store's editorial placement. [17] One secondary source estimates approximately 1 million desktop users at the time of acquisition, though this figure has low source confidence and should be treated as directional only. [25]

A critical caveat: all available traction metrics are acquisition and download metrics, not engagement or retention metrics. The novelty of gesture control likely drove strong initial downloads. Whether users continued using the app daily after the novelty wore off — and whether the three-gesture vocabulary was sufficient to sustain habitual use — is unknown. No DAU, WAU, MAU, or churn data was publicly disclosed. The Chrome extension launched in February 2013 extended the product's reach to browser-based media consumption, but no separate adoption figures for the extension were reported.

The traction data is sufficient to confirm that Flutter demonstrated real consumer demand for hardware-free gesture control. It is insufficient to confirm that Flutter had solved the retention problem that separates novelty apps from daily-use utilities.

Post-Mortem

Flutter's story is not a conventional failure narrative. The company was acquired at a strong multiple before it ran out of money, and the founders landed at one of the world's most prestigious research organizations. But the acquisition also closed a set of questions that Flutter never answered — questions that reveal the structural limits of the "technology demo as acquisition bait" strategy.

The Consumer App Was Always a Means, Not an End — and That Was the Right Call

Flutter's founders were explicit about their infrastructure ambitions. Nariyawala's "eyes of devices" framing positioned Flutter as a platform layer, not a consumer product company. [15] The consumer app was the fastest available path to demonstrating the technology's viability at scale — and it worked. Top of the Mac App Store in 72 countries, Apple's editorial endorsement, and downloads in 90+ countries constituted a live proof-of-concept that no lab benchmark could replicate.

The strategic logic was sound: build a free consumer app, generate downloads, demonstrate the algorithms work under real-world conditions, and use that evidence to either close licensing deals or attract an acquirer. The execution was clean. The problem was that the consumer app's success created a gap between demonstrated consumer demand and validated enterprise willingness to pay — a gap the company never had to close because Google moved first.

The Three-Gesture Ceiling Was a Structural Constraint, Not a Roadmap Item

By August 2013 — 17 months after launch — Flutter still supported exactly three gestures. [20] This was not an oversight. Webcam-based computer vision in 2012–2013 operated under real constraints: variable lighting, cluttered backgrounds, and consumer-grade sensors made reliable recognition of complex gestures genuinely difficult. The three-gesture vocabulary was the set that could be recognized accurately enough to be useful.

This constraint had two downstream effects. First, it limited daily active use: play/pause, next track, and previous track are useful gestures, but they are not sufficient to replace the keyboard and mouse for any workflow beyond passive media consumption. Users who downloaded Flutter out of curiosity may have found the novelty wore off quickly once they had used all three gestures. Second, it constrained the licensing pitch. A software company evaluating Flutter's SDK would have needed to see a path to richer gesture vocabularies before committing to integration. That path was not publicly demonstrated before the acquisition.

The gesture vocabulary constraint was a function of the underlying technology's maturity in 2012–2013, not a failure of ambition. The same algorithms that powered Flutter's three gestures eventually became part of Google's broader computer vision infrastructure — where they were applied with the compute resources and sensor quality that a consumer laptop webcam could not provide.

The Licensing Model Was Unvalidated at Exit

Flutter's stated business model — licensing gesture-recognition algorithms to software companies — was never publicly executed. No SDK was released. No licensing deals were announced. No developer documentation was published. The company operated for approximately 18 months post-seed with no known revenue. [24]

This is not necessarily evidence of a flawed model. Licensing deep-tech IP to enterprise software companies is a legitimate business — Qualcomm, ARM, and Dolby have built durable franchises on it. But it requires a different sales motion than a consumer app: enterprise sales cycles, legal negotiations, integration support, and proof-of-concept deployments. Flutter's team of seven, burning through a $1.4M seed round, was not structured to execute that sales motion simultaneously with consumer product development.

The acquisition made the question moot. But had Google not moved in October 2013, Flutter would have faced a binary choice: raise a Series A to fund the enterprise sales buildout, or attempt to monetize the consumer app directly (freemium, subscription, or in-app purchases). Neither path was clearly superior, and neither had been tested.

The Competitive Dynamic Made Acquisition More Likely Than Market Success

Flutter's most important competitive fact is the one Dalal disclosed on his personal website: "Flutter was acquired by Google in 2013 after Google quantitatively verified that Flutter algorithms beat the algorithms that Google had inside." [27] Google's public rationale — being "really impressed by the Flutter team's ability to design new technology based on cutting-edge research" [30] — confirms this was a technology and talent acquisition.

The structural implication is significant. A startup that outperforms a platform company's internal team on a capability that platform company considers strategically important will almost always be acquired rather than allowed to operate independently. Google was building gesture control for Glass, Android, and Chromebooks. [31] Flutter's algorithms were better than Google's. The rational outcome for Google was acquisition, not a licensing deal that would have allowed Flutter to sell the same technology to Microsoft, Apple, or anyone else.

This dynamic — being better than the incumbent on a dimension the incumbent cares about — is a double-edged sword for deep-tech startups. It validates the technology and creates acquisition demand, but it also forecloses the independent licensing business. Flutter could not have simultaneously beaten Google's internal algorithms and built a licensing business that sold those algorithms to Google's competitors. The acquisition was the only outcome consistent with both the technology's quality and the competitive landscape.

The Unanswered Question

Flutter's exit was successful by every conventional metric. But it left one question permanently unanswered: would enterprise software companies have paid meaningful licensing fees for gesture-recognition SDKs, and at what price point would the unit economics of a B2B licensing business have worked?

Dalal acknowledged the skepticism the team faced at founding: "When we started three years ago, our dream to build a ubiquitous and power-efficient gesture recognition technology was considered by many as just a dream, not a real possibility." [32] The consumer app answered the technical feasibility question. The business model question — whether the technology could support a standalone company rather than a division of Google — was never tested.

Key Lessons

  • Building a free consumer app to prove deep-tech IP is a viable acquisition strategy, but it requires a strategic acquirer to appear before runway runs out. Flutter raised $1.4M, built a free app, and was acquired 16 months later for ~$40M. The strategy worked because Google needed Flutter's algorithms and moved quickly. Had Google not acquired Flutter in October 2013, the company would have been approaching the end of its seed runway with no revenue and an unvalidated licensing model. The "technology demo as acquisition bait" playbook is real, but it is not a business model — it is a bet on a specific exit path materializing within a specific time window.

  • Flutter's no-hardware constraint was simultaneously its greatest distribution advantage and its greatest technical ceiling. By requiring only the webcam already in every laptop, Flutter achieved top-of-App-Store distribution with zero marketing spend. But webcam-quality computer vision in 2012–2013 constrained the gesture vocabulary to three inputs — insufficient to sustain daily habitual use or justify enterprise SDK licensing. The same constraint that made Flutter's TAM enormous also capped its product depth. Hardware competitors like Leap Motion had richer gesture vocabularies precisely because dedicated sensors removed that constraint.

  • When a startup's algorithms outperform a platform company's internal work on a strategically important capability, acquisition is more likely than market success — and that forecloses the independent licensing business. Flutter's technology beat Google's internal gesture-recognition algorithms. [27] That fact made Flutter an acquisition target, not a market winner. A licensing business that sold Flutter's algorithms to Google's competitors was structurally incompatible with the outcome that Google's competitive interest made inevitable. Deep-tech founders building on capabilities that platform companies consider strategic should model the acquisition scenario explicitly — including what it forecloses.

  • Consumer traction metrics (downloads, App Store rankings) do not validate enterprise licensing models, and Flutter never bridged that gap. Flutter reached number one in 72 countries and was downloaded in 90+ countries. [29] None of that data answered the question a potential enterprise licensee would have asked: will your SDK integrate cleanly, what does the gesture vocabulary roadmap look like, and what does it cost? Flutter's consumer success was real evidence of demand for the experience, but it was not evidence of enterprise willingness to pay for the underlying technology. The two validation questions require different experiments.

  • Prior acqui-hire experience shapes founder behavior in subsequent companies, sometimes by design. Both Dalal and Nariyawala had been through a Google acquisition once before, via Like.com in 2010. [10] Whether Flutter was consciously built as an acqui-hire vehicle or whether the outcome was genuinely opportunistic is unknown — the founders have not said publicly. But the structural similarities are notable: research-led team, free consumer app as proof-of-concept, seed-only funding, and a Google exit. Investors evaluating deep-tech teams with prior acqui-hire experience should model the probability that the team is optimizing for a similar outcome, not an independent company.

Sources

  1. TechCrunch — Flutter App Webcam Y Combinator (March 2012)
  2. TechCrunch — Google Acquires YC-Backed Flutter (October 2013)
  3. Crunchbase — Flutter Organization Profile
  4. [Wikipedia — Flutter (American company)](https://en.wikipedia.org/wiki/Flutter_(American_company)
  5. KillerStartups — Flutter App for Windows Released
  6. India.com — Google Acquires Flutter Start-Up Run Up Indian Engineers
  7. YC Universe — Flutter Makers of Gesture Control App Acquired by Google
  8. TechCrunch — Flutter Raises $1.4 Million Seed (June 2012)
  9. Macworld — Mac Gems: Flutter Review (August 2013)
  10. Search Engine Watch — Google Acquires Flutter (October 2013)
  11. Yahoo Finance — Google Takes Over Flutter (October 2013)
  12. Tracxn — Flutter Company Profile
  13. YC Universe — Flutter Named Best Mac Apps 2012
  14. Silicon.co.uk — Google Gesture Flutter Purchase (October 2013)
  15. Navneet Dalal Personal Website
  16. Industry Leaders Magazine — Google Buys Flutter for ~$40M (October 2013)
  17. UBC Blog — Google Acquires Flutter (November 2013)
  18. LinkedIn — Flutter Company Page