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The Warrior in You Game Design by Akshata Chtinis

The Warrior in You Game Design by Akshata Chtinis is a highly esteemed winner of the very prestigious 2023 A' Design Award in Toys, Games and Hobby Products Design Competition Category.


IronToy· 2023

The Warrior in You Game Design

by Akshata Chtinis

Client: Akshata Chitnis

A' Design Award Winner in Toy Category

25,732

Verified Award Winner

Verify Award Status for #140741

Colors

The Design

About The Warrior in You Game Design

The Warrior in You is a game design that creates a safe space for students to practice and explore healthy coping mechanisms. It also enables parents to understand their kids better through their game choices. The game successfully abstracts the real-life challenges students face by blending them into the fantasy world of warriors on a quest. The true essence of the project lies in the gamification of coping means that help students build essential attributes such as problem-solving, decision making, and empathy to tackle stressful situations in life.

The Recognition

About the A' Design Award

The Warrior in You Game Design is an Iron A' Design Award winner, a prestigious recognition granted to good designs that meet the professional and industrial requirements expected from well-designed creations. Iron winners demonstrate great skill, high specialization, expert understanding, and creative capacity of their creators. The Warrior in You Game Design is expected to be a highly regarded, admired, and cherished creation that is practical and innovative. This Iron A' Design Award-winning design integrates industry best practices and has competent technical characteristics linked with know-how and talent. The Warrior in You Game Design is respected for its thoroughness and is designed to provide quality of life improvements that help make the world a better place.

Interviews

Design Interview

What is the main principle, idea and inspiration behind your design?

I come from a culture where overworking is glorified from a very young age with priority given to results over constructive efforts. This starts to manifest into unhealthy levels of academic stress and a future trajectory of poor work culture. On a personal level I had struggled with these ideologies and wished to challenge them on a fundamental level.

I observed the pattern now being amplified among young students experiencing academic stressors leading to increase in mental health struggles, loss of self-identity and resultant suicide cases. At the age of 10-12 years, academic stress based turmoil begins to ingrain in a student’s daily habits and behaviours. Hence, the project targets pre-conditioning to adapt to these stressors. The storyline of warriors battling with stressors disguised as demons was created to normalise and bring about acceptance related to mental well-being.

What has been your main focus in designing this work? Especially what did you want to achieve?

My main goal with project was to initiate conversations in households regarding well-being, introduce and facilitate acceptance of healthy coping mechanism and allow kids to express themselves in a safe space that enables acceptance of each student’s varied coping capability.

The game design is primarily based on Play & Talk therapy strategies by playing out life experiences through the tasks in the game, I wanted kids to learn to cope without feeling judged. The game also has a major element of role play immersion. The idea was to allow students to play the role of warriors, to normalise the struggles faced by the strongest warriors and instil empathy for self and others. I developed the strategy of gamifying coping mechanisms to trigger imagination and problem-solving among kids while they express their warriors’ minds.

What are your future plans for this award winning design?

I hope to publish the game and bring it into the market. I also plan to study the cultural nuances of different regions with respect to academic stress and coping mechanisms to potentially target a global market in the future.

Read the Full Interview

Grand Interview

Your innovative approach to addressing academic stress through The Warrior in You Game Design is remarkable - could you share the personal experiences that inspired you to create this therapeutic gaming experience?

The idea came from watching how academic stress slowly becomes part of a child’s identity. Growing up in India, I saw children as young as 10 already anxious about performance and comparison. I wanted to address this phase when stress habits start to form, but before they harden into long-term patterns. The Warrior in You emerged from that a way to normalise conversations around mental well-being in a playful, familiar setting. By turning stressors into fantasy “demons” and children into warriors, I wanted to shift the narrative from fear to empowerment from 'defining self worth through grades' to 'identifying and practicing a healthy approach to stressful academic situations.'

The Warrior in You Game Design uniquely blends fantasy elements with real-life coping mechanisms - how did you develop the balance between entertainment and psychological support to ensure both aspects work effectively together?

The challenge was to make coping mechanisms feel experienced, not taught. I used storytelling and game dynamics to disguise psychological learning within adventure. The “demons” in the game represent stressors, and defeating them metaphorically builds a child’s sense of agency. Each challenge or “battle” subtly draws from real-life coping strategies such as reflection, self-expression, emotional regulation, without labelling them as such. I also playtested the game with families, psychologists and game theory experts to identify when the game started feeling too educational to reintroduced humour, surprise, or creative challenges to maintain engagement. This balance helped children learn unconsciously while being fully immersed in play.

In developing The Warrior in You Game Design, what research methodologies did you employ to understand and incorporate age-appropriate coping strategies for your target audience of 10+ year-olds?

The project combined both quantitative and qualitative methods. I began with secondary research on academic stress, mental health interventions, and child development theories. Then, I conducted field interviews and observational studies with students, parents, teachers, and child psychologists to understand emotional triggers and existing coping behaviours. The age group 10–13 was my core focus, but I also studied 16–19-year-olds to trace how small stressors evolve into larger emotional struggles later. I collaborated with psychologists to validate the emotional depth and language of the game, ensuring it remained age-appropriate, non-triggering, and supportive.

Read the Full Interview

Behind the Design

Press Kit

Credits, team members and technical details provided by the designer.

Unique Properties
Key targets of the game are- Introduction and acceptance of healthy coping mechanism, Initiating conversations in households and Expressing self. The game design is primarily based on Play & Talk therapy. By playing out life experiences through the game kids learn to cope without feeling judged. It also enables immersing into warrior characters to normalise their well-being struggles and instil empathy for self and others. This unique approach to actively inculcate coping mechanisms helps one build stronger relationship with self, people and environment.
Dimensions & Packaging
A2 size 420 x 594 mm base board and backdrop palace, 5 hexagonal island boxes 70 x 70 x 70 mm, 4 A5 148.5 x 210 mm size warrior boards, well-being coins and elements of 30 mm diameter, 4 warrior pawns of 60mm in height and 1 dice.
Age Group 10+ Family game
Tags
Academic Stress, Coping Mechanisms, Game Theory, Child Psychology, Board Game,
Production Technology
The base board and palace backdrop are printed on sunboard of 3mm thickness for sufficient base strength to hold pawns and islands as well as for the palace to stand upright. The islands were printed on card paper for a light-weight stable box to hold cards within. The warrior boards use sunboard to place all cards, coins and elements collected by players through the game. All the graphics and characterisations for the game were first illustrated on paper and then illustrated using Adobe Illustrator to create unique designs.
Design Challenge
The most crucial challenge while building the game was balancing the engagement versus learning aspect- Appropriate theoretical application of psychology and coping mechanisms. Encasing these coping mechanisms within the storyline to entertain the kids and ensure effective learning
Research
Students experience academic stress as a result of the interactions they have with parents, peers, teachers, as well as the environment at home, school or society at large. These stressors range from family and personal expectation, peer competition, school atmosphere to the demands by the society that affect students’ mentally, physically, emotionally and cognitively. Thus, students of the age 10-12 must be empowered with healthy coping mechanisms to overcome the distress caused by unhealthy academic competition. As the academic stressors begin to take shape into mental health problems by the age of 14, the study targets the preconditioning aspect. The game solution uses a systemic approach to game design and applications of behavioural psychology to introduce primary grade students to healthy coping means. It further provides a future pathway for expanding the intervention into other avenues such as schools and psychologists’ clinics for optimum child development.
Inspiration
The motivation for the game stemmed from seeing personal experiences with academic stress being amplified and reflected among the young students, leading to mental health struggles and loss of self-identity.
Project Duration
The project started in October 2021 in Mumbai, India and completed development in April 2022.
Operation Flow
The game has simple gameplay interactions that begin with setting up the base board, palace backdrop and placing 5 island boxes on their designated spots on the board. The next step is for the player to select a warrior character, pick out their pawn, warrior board and challenge cards. They must read more about the character’s strength and weakness given on the warrior board.
The players must take turns to roll the dice. The board is created like maze with the Blank steps, Power-ups to earn well-being coins or move ahead, Power-downs that make players lose coins or go back, Challenge steps to perform tasks and Islands where players must win a battle to move ahead. The win conditions are made to build anticipation through stroke of luck and healthy choices in the game. The first to reach the palace gains 5 points followed by 4, 3 and 2. These palace points need to be added with the total well-being coins collected in the game to decide the winner.

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