Default company panoramic image
6a7301fc 76f1 44ee 8430 675d5bce9383


Early-stage company seeks to license or get funded to produce a video version of a game ideal for global game market. Novel marketing plan.

  • Stage Product In Development
  • Industry Gaming
  • Location Paso Robles, CA, USA
  • Currency USD
  • Employees 2

Company Summary

We offer a scalable product that features tournaments to unlock lucrative, long-term revenue opportunities not available with traditional chess (because programs enable players to cheat). Global markets include casual strategy gamers, chess and skill-gamers who can play for winnings, and family and social players. Patent limits competition. This is a rare, historic, lucrative, leading-edge opportunity with excellent ROI. Market-tested, traction.


  • Default avatar
    Alan Abraham Bedian

    Graduated from UC Santa Cruz, CA in 2001 with a BA in Multi-Media, now living in Los Angeles. Has formed several independent media companies focused on Design, Development, 3D Animation, Speech Recognition, Sound and other technical fields. Worked on creating QC as an online multi-player game since inception. Specializes in computer consulting, web development, advanced GUI, freelance programming, social media, project management and game design.

  • Default avatar
    Joshua Whittington
    Marketing Specialist

    Graduate of California Polytechnic University College of Business, San Luis Obispo, CA. A long-time chess player and online gamer, Joshua worked with the QuadraChess creator to develop QuadraChess into a viable online game through market research and product tailoring. Joshua's role is to maximize player investment across the different target market segments of QuadraChess. He also provides cross-disciplinary consultation to other team members.

  • Default avatar
    Hermina Sauberman
    Acting CEO/QuadraQueen

    Invented the board version of QuadraChess in 1976 in San Jose, CA. In 1978 abandoned the project to manage a nonprofit and develop educational materials for seminars. In 2005 I resumed interest in the game with the idea of turning it into an Internet game.

    Past experience includes 20 years of technical editing, managing the Writing and Editing Group of the Society for Technical Communication (Silicon Valley), and teaching computers.