We Teach Physics That Actually Moves Games
Started in a basement workshop in 2019 with one question: why do most game physics feel wrong?
Five years later, we're still asking students that same question on day one. Because the answer — the real understanding of how objects should move, collide, and respond — changes everything about how you build interactive experiences.
From Aerospace Simulations to Game Worlds
Our founder spent eight years working on flight simulators where physics errors weren't just annoying — they could cost millions in training mistakes. That precision mindset doesn't leave you.
When she moved into game development in 2018, the casual approach to physics bothered her. Objects floating slightly above surfaces. Collisions that felt mushy. Gravity that changed speed depending on frame rate.
So she started teaching a weekend workshop in Valladolid. Just eight students and a whiteboard. By 2020, those workshops had grown into full programs, and we officially became Jymbron.
Physics First, Graphics Second
We spend three weeks on motion and collision before students touch a 3D renderer. Sounds backward, but when you understand the math beneath the movement, everything else makes more sense.
Break Things on Purpose
Every project includes a "destruction phase" where students intentionally break their physics systems. You learn more from fixing a broken constraint solver than from following a tutorial.
Math Without Fear
Vector calculus sounds scary. But when you see it control a ragdoll's limbs or calculate the perfect bounce angle, it clicks. We teach the math through what it does, not abstract formulas.
Who's Actually Teaching You
Not career educators who dabbled in game dev. These are people who shipped commercial titles and then decided they preferred explaining why things work.
Pavlo Kyryliuk
Senior Game Mechanics Instructor
Spent six years as technical director at a mid-size studio, mostly fixing physics bugs other people created. Now he teaches students how to avoid creating those bugs in the first place. Specializes in collision detection and spatial partitioning systems.
Elisabet Thuring
Lead Physics Instructor
Former aerospace simulation engineer who got tired of enterprise software and wanted to build things that were actually fun. Brings that aerospace-level precision to game physics. Known for making complex constraint solving feel intuitive.
What We Actually Believe
These aren't motivational poster quotes. They're the principles that shape how we structure every lesson and project.
Understanding Over Memorization
We'd rather you finish the program knowing how to solve problems you've never seen than having memorized solutions to common scenarios. The physics engines will change. Your problem-solving approach shouldn't.
Real Projects, Real Constraints
Every assignment includes performance budgets and platform limitations. Because knowing how to build beautiful physics that runs at 15 FPS isn't useful. You need to understand the trade-offs.
No Gatekeeping
Physics programming has a reputation for being exclusive and intimidating. We explain concepts clearly without dumbing them down. If something doesn't make sense, that's on us to explain better, not on you to "get it."
Industry Reality
Game development is competitive and demanding. We prepare you for that without sugar-coating. But we also emphasize sustainable practices and realistic career paths rather than crunch culture myths.
What's Next for Jymbron
Our autumn 2026 program starts in September, and we're adding a specialized track on soft-body physics and cloth simulation — topics most programs ignore because they're computationally expensive and mathematically complex.
We're also expanding our mentorship program. Every student now gets paired with someone currently working in game physics at a studio. Not for job connections (though that happens), but for honest conversations about what the work actually looks like.
If you're curious about what we teach or how we approach physics education, reach out. We're always happy to talk shop with people who care about making virtual objects move correctly.