SHERRY MARTIN

President & CEO

Game Developer | Entrepreneur | Philanthropist

Sherry is a consummate creative who has a legacy of leading and building businesses that develop and incubate quality products and services especially in the educational and finance markets. His passion is creating fun, challenging and engaging games that reinforce the embrace of education and encourages the dynamic use of our senses and sensibilities. Sherry is the creator of the award winning game WITS: What Is The Sentence (formerly Sentence Says), the quick thinking sentence building game that is loved by educators, parents and game lovers alike. Today, he leads Sheformar International LLC to bring a suite of his educational and strategy focused games to market as he inspires our young people and all creatives to do the same as inventors and innovators.

NICK PAULS

Manager/Director of Brand Presentation

Creative | Entrepreneur | Developer

Nick is a multi-disciplinary graphic designer and benefactor who has major skill sets that include visual design, brand identity design and brand strategy. His adherence to detail in his design will bring a unique look to Sheformar International LLC., providing character that is both visually appealing and educational. Nick has his Bachelor’s of Fine Arts degree in Graphic Design from California State University, Fresno. His advanced proficiency in Adobe Photoshop and Illustrator demonstrate his extensive experience in print design and multimedia marketing which directly reflects his artistic abilities. Nick has his hands in many local projects but his primary focus is with Sheformar and its development into a household name.

WITS TIMELINE

WITS: What Is The Sentence Timeline

Sheformar International: A Story of Transcendence & Sustainability

Simple Curiosity Ignities A Vision

Mid 1990's

Sherry is inspired by his mother to resurrect his game idea and focus on developing and education based game over a year’s time a few hours each day, every day while running the mortgage company.

2002

The prototype is developed and tasted in the market at the New York Toy fair in February. The game was mentioned in the Toy Fair trade magazine as one to watch, and proved to be hit among retailers like Nordstrom’s, Scholastics and Highlights, demanding the mass production of the prototype. The product is launched!y.

2004

Retail outlets begin selling the game internationally, making it an international product.

Sherry Martin is inspired to study the origins of board games after watching a show about inventors. He researches the history of board game development and studies what is missing in the marketplace. While he is fascinated about the creative process for game development, he resolves that he should return to his life running a mortgage company at the time.

2001

Sherry secures the patent for his first game design that would become known as Sentence Says (later changed in 2013 to WITS).

2003

Major distributor from Canada, New Zealand, Australia and United Kingdom hear of the game and request to add the game to their product lines.

2003

Industry Recognition and Awards

2005

Provisional patent obtained for creating a “game using individual letters to create words that make up a sentence. “
The game is tasted on a trial basis by Toys R Us in 50 of their stores across the U.S and without any advertisement the game sells out in almost all of their stores. The prompted Toys “R” Us to carry the product in most of their stores nationwide.

2008

The game is tasted on a trial basis by Toys R Us in 50 of their stores across the U.S and without any advertisement the game sells out in almost all of their stores. The prompted Toys “R” Us to carry the product in most of their stores nationwide.

2007

Patent request filled for Sherry Martins game creation Industry recognition such as a Dr. Toy “Top 100” game, Parenting Media and Hot New Toy “are awarded along with a Creative Child “Seal of Excellence.”

2008

The game is a featured game at the Chicago Toy and Game show, and was the lead game featured on Chicago’s major morning television network shows. The Chicago Tribune named it as a Top Ten games of the year. Other national newspapers and magazines did featured stories such as with the Washington Post, Essence Magazine, and countless industry trade magazines and newsletters.

2008

Retails distribution increases from 100 independent retail locations to well over 1000.

Product & Brand Expansion

Early 2008

A Licensing contract with Arby’s© restaurant to produce a series of games for their kids meal is offered. Over 2,500,000 units were produced and distributed through Arby’s restaurants throughout the U.S. and Canada. Sentence Says Man© was Created to be the face of the Arby’s Promotion and he tours the country visiting Arby’s and encouraging kids to speak proper English.

Late 2008

A travel version of the game, was created. Later that same year a group of television producers offered a contract of Sherry to do a game show version of the game. Distribution to Singapore was added and the game was featured at toy fairs in Germany, Canada and China.

Mid 2008

The next Year the game won two “Top Toy of the Year” awards in the U.S. and in Canada. Four new spin-offs of the game as well as other games are created and readied for market.

Obstacles & Pause to Rebirth

Early 2005

After over four years of legal battel against a goliath, Sherry and the toy company came to an agreement and the case was closed. The settlement agreement prohibits Sherry from taking about the case in detail. It also financially burdens the company and temporarily forces the cease of company expansion until all matters are resolved by 2014.

Late 2014

Sherry Martin receives a challenge to one of his trademark fillings by a major toy company. Legal counsel is retained and the multi-year defense begins. Many attempts were made to settle. The case cost Sherry many thousands of dollars in legal fees and went on for almost five years. Sherry was advised to cease any expansion until the matter was resolved.

Late 2005

As a result of the case Sherry decided to change the name of game to one that more appropriately reflects its intent and purposes to WITS: What Is the Sentence and start a new corporation. Product Improvement and redevelopment, and development of new brand extensions and new games restarts.

A New Brand, A New Day

2016

WITS: What Is The Sentence returns with a greater education focus and direct distribution into educational environments.

The game is repackaged and readied for re-entry into the marketplace as WITS.

2017