Trouble making VBO rendering easier

I’m trying to make rendering VBOs a simpler task. I have this Drawer class with code to render a VBO quad each frame.

public class Drawer {
	static int vboVertexHandle;
	static int vertices;
	static int vertexSize;
	
	public static void drawQuad( int width, int height )
	{
		boolean initialized = false;
		if(!initialized)
		{
			final int vertices = 6;
			final int vertexSize = 6;
			
			FloatBuffer vertexData = BufferUtils.createFloatBuffer(vertices * vertexSize);
			vertexData.put(new float[]{0, 0, 0, width, 0, 0, width, height, 0, 0, height, 0});
			vertexData.flip();
			
			vboVertexHandle = glGenBuffers();
			glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
			glBufferData(GL_ARRAY_BUFFER, vertexData, GL_DYNAMIC_DRAW);
			glBindBuffer(GL_ARRAY_BUFFER, 0);
			System.out.println("boolean...do you work?");
			initialized = true;
		}
		
		glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
		glVertexPointer(vertexSize, GL_FLOAT, 0, 0L);
		
		glEnableClientState(GL_VERTEX_ARRAY);
		glDrawArrays(GL_TRIANGLES, 0, vertices);
		glDisableClientState(GL_VERTEX_ARRAY);
		
		
	}
}

I have that boolean there in hopes it wont initialize the VBOs each frame. When I call

Drawer.drawQuad(20, 20);

nothing appears. Why isn’t it working?