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Board Game Design Challenge: Reflection

Writer: Jayden Adomako
Jayden Adomako
Apr 3
3 min read

When I started the Kratos project, I thought I was just designing a game. I didn’t realize I was stepping into a process that would test my patience, stretch my creativity, and force me to grow in ways I didn’t expect. Looking back now, after the sketches, the rule rewrites, the Fusion 360 modeling, the failed prints, the sanding, the redesigns, the board layout, and the final playtest, I see that Kratos wasn’t just a game I built.


It was like a mirror to me.


It showed me who I am when things get difficult. It showed me how I respond to frustration. It showed me what I do when an idea stops being exciting and starts being work.


And it taught me lessons I’ll carry far beyond this project.


I Learned That Creativity Isn’t Magic, It’s Discipline

People talk about creativity like it’s a spark, a moment of inspiration. But Kratos taught me that creativity is really about showing up even when the spark is gone.

There were days when the ideas flowed easily, when designing gods and abilities felt fun. But there were also days when nothing worked, when every rule broke something else, when every print failed, when every redesign felt like starting over.

And those were the days that mattered most.

Creativity isn’t just imagining something new. It’s having the discipline to keep shaping it until it works.


I Learned That Engineering Is Humbling

Fusion 360 humbled me. Manufacturing humbled me. Balancing the game humbled me.

Every time I thought I had something figured out, the project reminded me that I didn’t. A piece would be too thin. A rule would break the game. A print would fail. A design would wobble. A measurement would be off by a millimeter.

But instead of discouraging me, it taught me something important:

Engineering isn’t about being right the first time. It’s about being willing to be wrong repeatedly until you get it right.


That mindset shift changed everything.


I Learned That Failure Is Data

Before this project, failure felt like a stop sign. During this project, failure became a roadmap. Every broken print told me something. Every unbalanced rule revealed a flaw. Every redesign showed me a better direction. I stopped taking failure personally and started treating it like information. And once I did that, the project stopped feeling overwhelming and started feeling like a puzzle I could actually solve.


I Learned That Details Build Worlds

When I first imagined Kratos, I saw the big picture gods, mythology, strategy. But the soul of the game came from the details:

  • The weight of each piece

  • The shape of the bases

  • The texture of the board

  • The lore behind each god

  • The balance between abilities

  • The way the game feels when you play it


Those details didn’t appear all at once. They came from hours of tweaking, adjusting, and refining. And they taught me that great projects aren’t built in big leaps, they’re built in small, intentional steps.


I Learned Something About Myself

More than anything, Kratos taught me who I am as a creator.

I learned that I’m someone who doesn’t quit when things get messy. I learned that I’m willing to redo something ten times if that’s what it takes. I learned that I can balance creativity with structure. I learned that I can take an idea from imagination to reality fully, completely, and with pride. And I learned that I love this process the struggle, the problem‑solving, the breakthroughs, the final moment when everything comes together.


The Real Victory

The real victory wasn’t finishing the game. It was becoming the kind of person who could finish it. Kratos started as a class assignment. It ended as proof of what I’m capable of.

And that’s something I’ll carry into every project I build next whether it’s engineering, design, aerospace, or something I haven’t even imagined yet.

 
 
 

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