This project's funding goal was not reached on March 31, 2013.
This project's funding goal was not reached on March 31, 2013.
Super Squirrels follows four woodland creatures who venture out into the world and quickly learn it isn't as small as they once thought.
The game plot revolves around the adventures of Chip, Ash, Twig, and Red. Along the way they collect nuts, berries, and other items as they overcome challenging environments and evade enemies by working together. You begin to realize that the world is more complex, and much bigger, than the Oak tree you grew up in.
The natural environments and animals in the game are all factually correct, with rare exception for plot needs. Our team strongly believes that fun "edutainment" games are great for inspiring youth to care about the world around them. In the future we would like to partner with National Geographic, Sierra Club, and the U.S. National Park Services.
Ideally, we will provide parents with educational content that they can discuss with their child as they play the game. For example, the parent can choose to be notified when the child enters a new forest, and they can talk about the new animals.
Currently, we plan on letting our players immerse themselves in four different geographies:
Squirrels' Home and Squirrels' Rise Soundtracks
Super Squirrels is a mobile game that will be available on all the major App Stores: Google Play Store, Apple App Store, and Amazon Appstore. The unique gameplay brings together mechanics from Mario, Angry Birds, and Bouncy Mouse. You can tilt or touch the device to make your character walk or run to collect nuts. By flicking the screen, you can launch your character into the air and grab those hard to reach items.
Our team is made of gamers just like you! We are sick and tired of restarting mobile games and losing our progress when we get new phones or change devices. We also dislike having to pay for in-game content multiple times.
Our game technology allows the player to seamlessly transfer saved games and purchases across devices by logging into their social network or email account. This means we can make better games and provide a great experience across all platforms instantaneously. To protect young kids, we suggest that parents use their own accounts.
As you saw in our video, Super Squirrels already has much of the framework built out and running, but we need your help. We will use your backer contributions to complete the following:
Vincent Lucero has worked in various roles across Xbox (Microsoft), Google, and PricewaterhouseCoopers. He was recently accepted into an accelerator called Upstart which provides him with mentorship from several Google executives, one of the founders of Yelp, and other successful technology leaders. After teaching himself how to code in high school, Vincent made flash games for his friends and animated in Maya 3D. Vincent then started teaching and mentoring those around him about the opportunities in game development around Seattle. He started a club that connected local Bungie and Digipen professionals with high school students.
After high school, Vincent went on to a community role at Xbox and started learning computer science at the University of Washington as an HP Scholar. Vincent quickly found himself loving the macro-strategy of game development more than code, so he changed his major to entrepreneurship. Soon, Google noticed his talent and brought him on full-time in San Francisco. After being accepted to Harvard Business School's Summer Venture in Management Program, Vincent realized he wanted to lead a successful development team around his passion: gaming.
David Ulrich is our developer and technical genius. David taught himself how to program at age 14 in visual basic and hasn't dropped the keyboard since. He excelled on the SAT, earning the title of National Merit Scholar, placing him in the top 1% in the nation. After high school, he went with Vincent to the University of Washington and graduated with his Bachelor's in just 2 years. During the day, David works for a boutique consulting firm that specializes in business information and mobile apps.
Gene Ulrich is the former Controller of Nintendo and brings over sixteen years of video game industry experience to our team. He was the sole financial professional for the company during a period of explosive growth from $4 Million in revenue and less than 20 employees to more than $500 Million in revenue and more than 500 employees in the US. He has previously worked on projects such as the Nintendo Entertainment System (NES), original Donkey Kong arcade machine, and consulted on the Super Nintendo Entertainment System (SNES). He has also practiced as a certified public accountant (CPA) in Washington State.
Marina Montes is our highly talented Creative Director. When she isn't drawing squirrels, she can be found studying as a full-time student in the Kang-O'higgins Atelier at Gage Academy of Art in Seattle.
Michael Breed has a reputation for creating quality soundtracks both on Newgrounds and Logical Defiance. Go up to the top of this page and listen to the music in the video. That was all him. We found Michael on Newgrounds, so it just goes to show the level of creative talent available when crowd sourcing.
We embrace crowdsourcing as the future and hope you do too! Different backer tiers mean you will receive one of five statuses: Bronze, Silver, Gold, Platinum, or Diamond.
Look to the right and you can see that higher reward tiers come with more benefits. Everything from stickers to having a character made in your image! If we beat our goal, we will have even cooler stretch goals with additional rewards.
We believe the best value is the Gold Backer status for $25.
At the higher backer tiers, we will provide you with online tools to submit and vote on features and artwork. Real squirrel lovers can even work with us directly via Google+ hangouts to create official game content.
If you read this far, please take a moment and back this project. You can get this game for less than the price of a sandwich!
Super Squirrel Studios
Note: Reward tiers that include downloadable content (DLC) do not include in-game currency. We intend on providing DLC via promotional codes.
We have already done a lot of the leg work and execution when it comes to creating our game. Just see our video showing the current state of our demo. We realize there is a lot to polish, but that is why we want your backing and advice on how we can make this game perfect.
Vincent will expedite the creation of the game by acting as project manager. As seen in his qualifications, Vincent has worked at both Xbox and Google, where he has learned how to launch high quality products in a timely fashion. Gene is a games industry veteran, at Nintendo he was the sole financial professional during a period of explosive growth from $4 Million in revenue and less than 20 employees to more than $500 Million in revenue and more than 500 employees in the US.
The mobile gaming industry is hard to break into because of the large volume of options available across the App Store; however, building a mobile game is much easier than developing for consoles in the past. Much of the complexity from other game Kickstarter projects has revolved around being unable to port to all devices properly because the developers programmed in a native language. Our team is leveraging the Corona SDK framework which is Lua based and allows us to easily port our game across devices and App Stores.
Everything we create is backed up and stored using both Git version control and Google Drive, so we have several fail safes in place.Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (29 days)