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AntMe! v2 - The Ant Simulation
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By ANGELA MOJARRO
Personal campaign Keep it all Duarte, CA, US Report
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Learn to Program Playfully with Ants / Spielend Programmieren lernen mit Ameisen München, GermanyEducation

English Version below...

Kurzbeschreibung

AntMe! ist ein spannendes Spiel zum Erlernen von Programmier-Kenntnissen. Mit Hilfe von echtem Code steuert der Spieler seine Ameisen durch alltägliche Aufgaben wie das Sammeln von Zucker oder das Verteidigen des heimatlichen Ameisenbaus gegen den natürlichen Feind der Ameise, der Wanze.

Verpackt in eine herzzerreißende Story, bekommt der Spieler ein plastisches Verständnis für die Grundkonzepte der Informatik.

  • Worum geht es?
  • Ziele und Zielgruppe
  • Warum solltest Du uns / AntMe! unterstützen?
  • Was passiert mit dem Geld?
  • Das Team

nach oben

Worum geht es?

Wir wollen mit AntMe! den Informatik-Unterricht revolutionieren, indem wir komplexe Konzepte der Software-Entwicklung und Informatik auf spielerische Weise anwenden und in eine schöne Geschichte verpacken.

Das Spiel greift dabei, anders als vergleichbare Projekte, nicht auf fiktive Sprachen oder Werkzeuge zurück, sondern lehrt von Beginn an die industrierelevante Sprache C# (oder VB.NET). Es verwendet dabei gängige Entwicklungsumgebungen wie Visual Studio und geht auf aktuelle Lösungsansätze gängiger Probleme aus dem echten Leben ein.

Der Spieler soll als Spielziel den „Instinkt“ von Ameisen programmieren. Anschließend kann er seinen Ameisen in einer Simulation dabei zuschauen, wie sie eigenständig Nahrungsmittel wie Zucker oder Äpfel sammeln und sich beispielsweise gegen Wanzen verteidigen.

Die Simulation erinnert sehr an gängige Strategie-Spiele. Der Unterschied besteht darin, dass man nicht fortlaufend eingreifen kann, sondern sein Volk bereits im Vorfeld auf alle Eventualitäten vorbereiten muss.

Alles wird in eine schöne Geschichte verpackt, die mit fortschreitendem Spielverlauf auch weitere Herausforderungen mitbringt und neue Herangehensweisen beleuchtet. In den Hauptrollen finden sich liebenswerte Charaktere wie zum Beispiel Antoniette, eine junge Ameise, die man sehr schnell in sein Herz schließt.

Auf diesem Weg lernt der Spieler implizit Dinge wie das Verwenden von Kontrollstrukturen, lernt die Idee der Objekt orientierten Programmierung oder nutzt Events, Methoden beziehungsweise Parameter, um seine Ameisen voranzubringen. Es handelt sich somit um Dinge, die ein Programmierer für seine alltägliche Arbeit braucht und die er verstehen muss.

Das zusätzliche Lernmaterial soll sicherstellen, dass dem Spieler auch spielbegleitend Zusammenhänge näher gebracht werden, und er die Verbindung zwischen Theorie und Praxis herstellen kann.

Aus unseren Erfahrungen mit diesem Spiel heraus möchten wir gerne einige Punkte auflisten, die seine Besonderheit deutlich machen:

  • Spieler erhalten bei AntMe! unmittelbares Feedback. Nach jeder Zeile Code kann man nachsehen, ob eine Entscheidung gut oder schlecht für die Ameisen war.
  • Der spielerische Ansatz macht einfach Bock zu spielen. Ob man nun das Ziel hat programmieren zu lernen oder nicht – die Story, die Grafik und die Herausforderung motivieren einfach weiterzuspielen.
  • Unser Szenario der Ameisen ist eingängig für jedermann. Jeder weiß, welche Aufgabe Ameisen haben. Und im Gegensatz zu einigen anderen Spielen in dieser Richtung arbeitet AntMe! gewaltfrei und beruht auf natürlichen Gegebenheiten – in Zeiten der Diskussion um ökologische Nachhaltigkeit und natürlich Ressourcen greifen wir damit ein bedeutsames Thema auf.
  • Wir verwenden – im Gegensatz zur gängigen Vorgehensweise bei Programmierern – die Muttersprache des Spielers. Auf Deutsch würde das bedeuten, dass die Ameise den Befehl „GeheZu(zucker)“ versteht. Das hat sich gerade bei jüngeren Spielern als gute Vorgehensweise erwiesen, vor allem, wenn es um den Abbau von Berührungsängsten gegenüber der Software Entwicklung geht.

Damit das Spiel aber auch nach der Einzelspieler-Geschichte nicht langweilig wird, planen wir auch einen Online-Modus (nicht Teil der Kampagne), der es erlaubt, mit anderen Spielern weltweit zu spielen und den Erfolg der einzelnen Ameisenvölker zu messen.

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Ziele und Zielgruppe

Das Spiel verfolgt grundsätzlich das Ziel, auf spaßige Weise Informatik-Konzepte zu vermitteln. Erfahrungsgemäß funktioniert das besonders gut in den folgenden drei Szenarien:

Erster Kontakt mit Code

AntMe! entfaltet Spielspaß schon in den ersten Minuten. Das Spiel ist also perfekt dazu geeignet, dem Spieler die ersten Berührungsängste mit der Materie und dem Code-Editor zu nehmen. Verpackt man AntMe! in einen betreuten Tages- oder Wochen-Workshop, schafft man bereits ein gutes Basisverständnis für den Editor und die grundsätzlichen Arbeitsschritte eines Programmierers.

Firmen setzen dieses Konzept mit Hilfe von AntMe! 1 bereits ein, um Azubis für den Job des Programmierers zu motivieren. Auch an Hochschulen findet die alte Version das Spiels bereits Anwendung in Vorbereitungskursen fürs Informatik-Studium.

Gerade junge Mädchen überwinden in diesem Szenario leicht ihre Berührungsängste zur Software Entwicklung und entdecken ihre Talente für die logischen Zusammenhänge in technischen Systemen.

Lehren mit Ameisen

Auch für das längerfristige Lernen eignet sich das Spiel. Es bietet viele fortlaufende Herausforderungen auf unterschiedlichen Schwierigkeitsleveln. Angefangen bei simplem Umgang mit Code, Code-Mustern, Informatik-Theorie bis hin zur Erweiterbarkeit des eigentlichen Spiels, gibt es viel zu lernen in AntMe!.

Begleitet durch einen Lehrer und dem AntMe!-Lehrmaterial kann das in der Schule passieren. Aber auch das Heimstudium mit Hilfe der Tutorials oder des begleitenden Video-Materials (für die alte Version gibt es bereits zwei Bücher und ein Videotraining) funktioniert sehr gut.

Pro Training

Doch das Spiel eignet sich auch als Freizeitbeschäftigung für Programmierer selbst. Diese Berufsgruppe holt sich mit AntMe! eine gelungene e-Sports-Variante auf den heimischen Rechner.

Bereits die Geschichte rund um AntMe! wird auch Profis Spaß machen. Aber natürlich besteht hier die Herausforderung eher aus dem Multiplayer-Modus, wenn Ameisen gemeinsam oder gegeneinander in der Simulation arbeiten. Über die Online Plattform kann man sich auch in der Weltrangliste behaupten.

nach oben

Warum solltest Du uns / AntMe! unterstützen?

Wer das Programmieren unter aktuellen Bedingungen (per Buch, im Unterricht oder YouTube-Videos) gelernt hat, der weiß, dass dies mitunter sehr träge und schwierig sein kann. Wer sich da nicht aus tiefer Überzeugung durchbeißt, bleibt schnell auf der Strecke. Das immer eher mäßige Image von „IT-Nerds“ tut ihr Übriges, um den Job zunächst wenig attraktiv erscheinen zu lassen.

Darin sehen wir auch die hauptsächliche Ursache für den Fachkräftemangel im IT-Bereich, den unsere Gesellschaft schon eine ganze Weile aufweist. Wer also programmieren kann, erlebt aktuell „goldene Zeiten“ und hat die Möglichkeit, in nahezu allen unterschiedlichen Branchen der Industrie und Wirtschaft zu arbeiten.

Unterstützen sollte uns also jeder, der ein Interesse daran hat, der heranwachsenden Jugend bessere Einstiegsmöglichkeiten in der IT-Industrie zu ermöglichen. Hast Du beispielsweise Kinder und suchst eine schöne Möglichkeit, sie zu fördern? Dann ist AntMe! genau Dein Ding. Oder Du bist Lehrer und suchst für Deinen Unterricht eine smarte und zugleich unterhaltsame Möglichkeit, die Motivation fürs Programmieren bei Deinen Schülern zu befeuern? Du bist in deiner Firma für die Ausbildung neuer Fach-Informatiker verantwortlich und brauchst ein Lockmittel? Perfekt!

Die Investition in AntMe! stellt vor allem sicher, dass das Spiel auch weiterhin kostenfrei bleibt und jedem Spieler zur Verfügung steht.

nach oben

Was passiert mit dem Geld?

Das Projekt AntMe! ist bereits acht Jahre alt. Die erste Version im einfachsten Layout ist in unserem Studium entstanden. Danach waren alle Beteiligten sehr schnell in zeitintensiven Jobs eingegliedert, weshalb das Spiel nur langsam weiterentwickelt wurde. Dennoch fand es immer wieder Einsatz an vielen verschiedenen Stellen (in etwa an Schulen, Hochschulen, in Firmen oder bei Wettkämpfen). Dies ist auch die Quelle unzähligen Feedbacks, das wir für die neue Version nutzen.

Mit dem Geld, das durch diese Kampagne zusammen kommt, soll sicher gestellt werden, dass wir uns voll und ganz um die Weiterentwicklung des Spiels und die Erstellung des Lehrmaterials kümmern können.

Hinzu kommen viele Arbeiten, die den Zauber des Spiels ausmachen. Das fängt bei den liebevollen Illustrationen für das Spiel und die Dokumentation an, setzt sich bei den 2D- und 3D-Arbeiten für das Spiel, über die pädagogischen Arbeiten fort, bis hin zu den Übersetzungen in andere Sprachen. Ihr seht: Es handelt sich um eine ganze Menge Arbeit, die wir nicht vollständig alleine stemmen können.

Im Juni 2014 haben wir eine GmbH gegründet, mit der wir den ersten Prototypen von AntMe! 2.0 erschaffen haben. Da waren wir sicher, dass wir unsere Versprechen halten können. Und glaubt uns: Es wird toll!

Mit der Basis-Summe von 60.000€ stellen wir sicher, dass der Spiel-Client in vollem Umfang funktioniert und in Zukunft vollkommen kostenfrei zur Verfügung steht.

Das Gesamtpaket beinhaltet:

  • Spiel-Client mit funktionsfähigem Kern
  • 2D-Visualisierung
  • Ameisen-Programmierung
  • Ameisen-Kampagne plus Tutorials
  • Lokalisierung ins Englische und Deutsche

Sollte mehr Geld zusammen kommen, gibt es reichlich Ideen, wie sich dadurch das Spiel weiterhin verbessern wird:

  • Weitere Tiervölker (Wanzen programmieren) plus Kampagnen
  • Lokalisierung in weitere Sprachen (Französisch, Spanisch)
  • Drittes Tiervolk (noch streng geheim!) plus Kampagnen
  • Lokaler Multiplayer-Mode
  • Weitere Modelle für die Visualisierung
  • Echte 3D-Ansicht
  • Volle Sprachausgabe für die Kampagnen
  • Dankeschön-Tanzvideo des Teams mit Ameisen-Kostümen ;)

Doch bevor wir hier vorschnell größenwahnsinnig werden, konzentrieren wir uns vorerst darauf, eine solide Basis-Version zu erstellen.

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Das Team

Das Spiel existiert bereits seit vielen Jahren. Damals haben Wolfgang Gallo und Tom Wendel die erste Version des Spiels erschaffen. Zwischenzeitlich ist viel passiert und dem Kernteam haben sich weitere coole und vor allem kompetente Mitglieder hinzugesellt.

Aktuell besteht das Kernteam aus drei Mitgliedern:

  • Tom Wendel, freischaffender Spiele-Entwickler
  • Patric Boscolo, Developer-Evangelist bei Microsoft
  • Dominik Bösl, Innovation-Manager bei der KUKA AG

Daneben gibt es eine ganze Reihe von Helfen und Freelancern, ohne die das Projekt nicht realisierbar wäre und die bei der Umsetzung dabei sein werden:

  • Silja Rheingans (Kommunikation)
  • Sven Scharmentke (Forum & Community)
  • Johanna „schlogger“ Baumann (Illustrationen)
  • Ralf Straube (3D-Art)
  • Raphael B. Meyer (Musik)
  • Marie Dietz (Web- und Print-Design)
  • SFS Steuerberatung (Abrechnung & Steuern)

English Version

Short Description

AntMe! is a fun, immersive game that teaches players the nuts and bolts of programming. By writing real, working code, players enable their ants to overcome ant-sized challenges. Help them gather sugar to feed their colony or defend their anthill against the natural enemies of ants and coders alike: bugs.

A touching story ties everything together. The narrative draws players into the game and ensures that they come away with a vivid, usable understanding of the fundamental concepts underlying computer science and programming.

On a more practical level, players will be writing their very own code—real, working code—and seeing the results play out before their eyes as their ants go about their business in the game.

We already made version 1—we need your help to finish version 2!

  • What The Projects Is All About
  • Goals and Target Audience
  • Why Should I Support The Project?
  • What Happens To The Money
  • Who’s Behind The Project?

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What The Projects Is All About

The goal of AntMe! is to revolutionize the way that computer science is taught by presenting complex concepts from software development and computer science in playful, beginner-friendly ways and wrapping it all up in a fun, engaging story.

Unlike similar projects, our game does not rely on a fictional programming language or development tool. Instead, from the very beginning, players learn to code in C# (or VB.NET) while using common development environments like Visual Studio: a language and tools they’ll be able to use for other projects and jobs. And the game teaches solutions and problem-solving approaches related to common problems from real life. That means that players walk away from the game with knowledge and experience that they can apply directly to school, work or their own projects.

The idea of the game is that players must program the “instincts” or behaviors of their ants. Players then watch their ants come to life in a simulation and observe how they gather food like sugar or apples and how they defend themselves against threats, like bugs (pun intended).

The look and feel of the simulation itself will remind players of the strategy games they know and love. Since AntMe! resembles games that are already familiar to and accepted by many players (strategy game aspects, story, graphics), they have an easier time exploring the new mechanic presented by the game: indirect control via their own code. The main difference between AntMe! and a strategy game is that players cannot act directly within the game world—instead, they have to prepare their ants for all possibilities by writing code in advance. Success or failure isn’t a matter of quick reflexes or chance, it’s a matter of applying what players learn as they progress through the game.

All of this is packaged in an engaging, immersive story that poses new challenges as players advance through the game. And for every new challenge, the game offers new approaches and thus new opportunities to learn more programming fundamentals. The main roles are played by lovable characters like Antoinette, a young ant we’re sure you’ll welcome into your heart (if not into your house).

Players thus implicitly learns things like the use of control structures, the theory and practice of object oriented programming, and how to use events, methods and parameters, all in order to care for and protect their ants. These are all things that programmers, whether professionals or amateurs, need to use and understand.

We have years of experience with how people play with—and learn with—AntMe! All that experience is poured into supplemental learning materials that are intended to ensure that players are able to understand the relationship between their code and the events in the game. Our goal is to enable them to make their own connections between the game elements and the theory behind them and then apply them to other problems in the real world.

Our experiences with the game have highlighted several aspects that make this project so special:

  • Players get immediate feedback from AntMe! After each line of code, they can see if the results are good or bad for their ants.
  • The playful approach makes it, well, fun. It’s a game that people like to play. Whether or not players come to it with the explicit goal of learning to code, the story, graphics and challenge just motivate them to keep playing.
  • Our ant scenario is intuitive. People catch on fast. After all, no one needs an explanation of what ants do. And unlike similar games, AntMe! is non-violent and set in the natural world—even if they’re programming indoors, players can enjoy bit of the outdoors ;)
  • We use players’ native languages. The usual approach to programing essentially requires that programmers have a grasp of English, but that’s potentially a huge barrier to entry—if players don’t already know English, then it’s like expecting them to learn two languages (the programming language and English) at once. And even if they know it, they probably don’t know it as well as their native language. But in our game, an English-speaker’s ants understand the command “GoTo(sugar)” while German-speakers can comfortably tell their ants “GeheZu(zucker)” and Spanish-speakers will be able to type “VayaA(azúcar)” in the future. This approach has proven to be especially beneficial for younger players, as it helps overcome any fears or reservations they may have about the difficulty or strangeness of actually writing code.

To ensure that the game doesn’t get boring once players have completed the single-player story, we also intend to create an online mode (AntMe! Online) that will allow people to play with other players around the world, pitting their ant colonies against each other. But this is not part of that campaign.

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Goals and Target Audience

The main goal of the game is to teach computer science and programming concepts in a fun, friendly way. Based on our experience, this works especially well in the following three scenarios:

First Contact With Code

AntMe! is fun from the start. That makes the game perfect for overcoming any initial reservations or uncertainties about the material and the code editor that players may have. Players forget about all that when they’re enjoying themselves. The game can even be combined with a day- or weeklong workshop to develop a working understanding of the editor and the basic approaches to coding.

For example, AntMe! is used by companies to motivate trainee programmers and techs. Colleges and universities currently use the older version of the game in preparatory computer science courses.

What’s more, the game breaks through age and gender barriers. It helps young girls overcome their reservations, enabling them to discover their talent for programming and explore their interest in programming.

Teaching With Ants

The game is also ideal for long-term learning and study because it offers a series of challenges that increase in difficulty and draw upon the skills that players previously mastered. Players begin by manipulating simple bits of code, work through code examples and patterns, learn about computer science, and progress all the way to being able to extend the game itself. There’s a lot to learn.

AntMe! can be used in schools with the guidance of teachers or instructors and the supplemental teaching materials. But it’s also possible to use it for independent study with the help of the tutorials and the accompanying video material (there are two books and a video training available for the older version). Learning on your own also works well.

Fun For The Pros Too

Last but not least, while we’ve talked a lot about how effective AntMe! is as a learning tool for beginners, it’s also just a great way to unwind and have fun, especially for experienced programmers. While other people like to kick back with a gaming console or a board game, programmers often like to seek out challenges that match up with their career or professional interests. AntMe! is the e-sport for programmers.

Playing through the single-player campaign in AntMe! will be a blast for the pros. But that’s not all there is to it. The real challenge will come from the multiplayer mode, wherein ant colonies work together or compete against each other in the sim. Thanks to the online platform, players will be able to climb to the top of the anthill as they scale the worldwide rankings.

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Why Should I Support The Project?

Anyone who’s learned how to program with the resources currently available (books, courses, YouTube videos) will know that it can be tedious and difficult. Those who don’t buckle down and grit their teeth out of deep conviction don’t really stand a chance. And the (still!) poor social image of “nerds” also makes the job rather less appealing than it could be for many people who might otherwise be interested in learning to code.

We think that those factors are some of the main reasons for the skills shortage in the IT industry. Meanwhile, those who can already program are living in a sort of golden age, with the opportunity to work in all sorts of industries that are discovering the power of IT.

Who should support us? Anyone interested in creating better opportunities that enable young people to enter the IT industry. Do you have kids and you’re looking for a good way to support and challenge them? Then AntMe! is for you. Or you’re a teacher and you’re looking for a smart, entertaining addition to your teaching plan, something that will motivate your students to take up programming? This is it. You’re responsible for training new techies at your company and you need something to really get them up and running? Perfect!

Supporting AntMe! ensures above all that the game will remain freely available to every player.

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What Happens To The Money

The AntMe! project is already several years old. We coded up the first version with the simplest layout during our student years. After graduation, everyone was pulled into demanding jobs that sucked up time and resources. And in the meantime, not much happened with the game. Nevertheless, AntMe! found use in many different places (schools, universities, companies, competitions, etc.). Those years of real-world use in teaching, professional and personal situations are the source of tons of feedback that we’ll be able to use in the new version.

The money that we collect from this campaign will enable us to work fulltime on the further development of the game and the production of the teaching materials.

Beyond our own work on the nuts and bolts of AntMe!, there’s also the work of freelancers and contractors who are helping us create the magic of the game. That work begins with the loving illustrations for the game and the documentation and continues with the 2D and 3D modeling and animation, the learning concepts and the teaching methodology, and ends with translations and localizations supporting as many languages as possible. That’s a lot of work, and we can’t do it all on our own.

In 2014 we founded a limited-liability company (a GmbH, the German equivalent of an LLC or LTD). We (the creatively named “AntMe! GmbH”) have already created the first prototypes of the new version in order to be make sure that we can keep our promises. It’s going to be great!

With the base sum of €60,000 we’ll be able to produce a fully-functional game client and ensure that it will be available for free in the future.

  • Game client with fully-functional core
  • 2D visualization
  • Programmable ants
  • Ant campaign + tutorials
  • English and German

If we receive more money, we have loads of good ideas for improving and expanding the game:

  • Additional species (programmable bugs) + campaigns
  • Third species (secret) + campaigns
  • Local multiplayer mode
  • More models for the visualizations
  • Real 3D view
  • Full speech for the campaigns
  • Dance videos featuring the team in ant costumes ;)

But before we get carried away, we’ll concentrate all our energy on creating a rock-solid core version.

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Who’s Behind The Project?

The game has existed for several years. The first version was conceived and coded by Wolfgang Gallo and Tom Wendel, who is still involved with the current version. A lot happened in the meantime and the core team welcomed some cool new faces while at the same time saying sad goodbyes to others who no longer had time to devote to the project.

The current core team is made up of three people:

  • Tom Wendel, Freelance Game Developer and co-creator of the original AntMe!
  • Patric Boscolo, Developer Evangelist at Microsoft
  • Dominik Bösl, Innovation Manager at KUKA AG

At the same time, there’s a whole slew of teammates and freelancers without whom the project wouldn’t be possible and who will also be involved in its execution, including:

  • Silja Rheingans (Communication)
  • Sven Scharmentke (Forum & Community)
  • Johanna “Schlogger” Baumann (Illustrations)
  • Ralf Straube (3D Art)
  • Raphael B. Meyer (Music)
  • Marie Dietz (Web- und Print-Design)
  • SFS Steuerberatung (Taxes)
  • Activity feed
  • Email
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  1. What is the problem you want to solve?
    Provide a description of the underlying problem or situation you want to improve with funding. Explain why this issue is important and what negative effects it currently has on people, the environment or your community.
  2. What is your solution?
    Describe your plan to address the problem and highlight what makes your approach unique or effective.
  3. How will the funds be used?
    Outline how the money will be allocated to specific programs, resources or services.
  4. How will contributions make a tangible difference?
    Explain the benefits and positive changes resulting from your project being funded. If appropriate, also explain how the lives of beneficiaries will be impacted.
  5. How will you keep supporters involved in your campaign?
    Detail how you will provide updates on progress, share stories on the impact of contributions and keep supporters connected to the project.
    Please answer at least one question to generate a story.
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Voila! Check out Story assist's suggestions below. You can edit the content directly or use Story assist to make changes. When everything's to your liking, click the button at the bottom to add the content to your story.

Pro tip Be sure to review all the content. Story assist is smart, but you know your cause best.

Heads up! Ending the session will permanently delete your work.

Story assist — generating contentworking

Check out Story assist's suggestions below. You can edit the content directly or use Story assist to make changes. When you're satisfied, click the button at the bottom to apply the changes to your story.

Pro tip Be sure to review all the content. Story assist is smart, but you know your cause best.

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Do you want Story assist to suggest changes for your entire story? If not, cancel the request and select the portion of the story you want to change.

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Have an idea to improve your story? Simply tell Story assist what to do in everyday language, for example, "Add headlines" or "Optimize text for crowdfunding."

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Disclosure

Before displaying content, please note that the AI-generated output may not always be accurate and could touch on sensitive topics. We recommend proceeding with caution and reviewing all AI-generated content carefully before including it in your story.

By selecting continue, you agree to our Terms of Service regarding the use of AI.

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