Understanding Our Impact Through Data
Real numbers from actual student projects, development cycles, and learning outcomes. These aren't marketing figures—they're snapshots from our work training mobile game developers in Spain since 2024.
Project Completion Patterns
We track every student project from initial concept through final build. Looking at 2025 data, about 78% of students who started their capstone game projects actually finished them. That's not perfect, but it's honest.
What's interesting is how completion rates varied by project complexity. Simpler puzzle games had higher completion rates than ambitious RPG attempts. Makes sense when you think about it—scope management is hard to learn.
Florin Beckmann
Senior Technical Instructor
What the Numbers Don't Show
The statistics tell you what happened, but they can't explain why three students spent four extra weeks debugging a physics system that wasn't even required for their grade.
Florin has been teaching game development fundamentals at Oymnex since we opened. He points out that raw completion percentages miss the learning that happens in those unfinished projects. A student who builds 60% of an ambitious game often learns more than someone who finishes a simple one.
We started tracking bug resolution times in 2025 because students kept asking how long debugging should take. Turns out the average is about 3.2 hours per significant bug, but that number is almost meaningless because of how much variation there is.
The data collection itself became a teaching moment. Students realized that tracking their own metrics helped them understand their development patterns better than any instructor feedback could.
Comparing Learning Paths
Different students choose different program structures. Here's how various approaches performed in 2025, based on actual completion data and student feedback surveys.
| Program Structure | Completion Rate | Average Duration | Portfolio Projects | Support Hours Used |
|---|---|---|---|---|
| Full-Time Intensive | 82% | 4.5 months | 2-3 complete games | 47 hours average |
| Part-Time Evening | 71% | 9 months | 1-2 complete games | 38 hours average |
| Weekend Workshops | 64% | 11 months | 1 complete game | 29 hours average |
| Self-Paced Online | 58% | 13 months | 1 complete game | 22 hours average |
Time Investment Reality
Students who dedicated consistent time each week—even if it was just a few hours—tended to finish their projects more reliably than those with irregular schedules.
Support Utilization
Interestingly, students who used more instructor support hours didn't necessarily complete projects faster. They often tackled more complex features.
Code Repository Activity
We track Git commits as a rough measure of consistent work. Most successful students committed code 4-5 times per week throughout their program.
Platform Distribution
Android development was more popular than iOS in our programs, mostly because students could test on their own devices more easily.