Bringing an idea to life is quite an experience. From brainstorming to writing and making, the Elementeo journey has been incredible.
I got the idea for Elementeo in a relatively boring 4th grade summer. I used to love card games – but when I asked my parents to play with me, they said that the games I would play had no education. A couple years later, in 6th grade, I decided to start prototyping and building Elementeo. Pouring through chemistry books, I immersed myself in the elements. I saw personalities in chemical properties, and started to write about the elements and their hobbies, emotions, and quirks. I started to build prototypes for a board game I called Elementeo. The best part was that kids would not have to know any chemistry to play.
As I showed my prototypes others, I was amazed by their excitement for the idea and decided to take Elementeo to the next level. As middle school continued, I made late night prints at FedEx Kinkos, and got a team of artists from Michigan, LA, and Buenos Aires to create illustrations for Elementeo cards.
In the summer before ninth grade, I sent back the final proof sheets to my manufacturer in Texas, and two months later, 5,000 games were finally delivered to my garage. I still remember the joy I felt when the games arrived, and the relief my parents felt when Amazon picked up many of them to take to their warehouse.
The first Elementeo game eventually sold through Amazon, The Exploratorium, The MIT Museum, and select stores/avenues in US, UK, and Canada. The first round of 5000 games sold out and in my senior year of high school I began getting back into research and development. New cards – from Gallium Gorilla and Vanadium Viking to Newton’s 3 Laws – were added and the new Elementeo V2 game launched. I packed and moved over to my new home, Stanford University, in June.
The possibilities with Elementeo are endless. And I truly believe that it can change the way kids look at science and chemistry. Until next time,