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.

Student collaboration during mobile game development workshop at Oymnex training facility

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.

142
Games Completed in 2025
6.4
Average Months to Complete
89%
Projects Using Unity
23
Published to App Stores
Portrait of Florin Beckmann, Senior Technical Instructor at Oymnex

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.

8.3 hours per week average for completers

Support Utilization

Interestingly, students who used more instructor support hours didn't necessarily complete projects faster. They often tackled more complex features.

36 average support sessions per student

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.

187 median commits per completed project

Platform Distribution

Android development was more popular than iOS in our programs, mostly because students could test on their own devices more easily.

68% chose Android as primary platform
Students working on mobile game testing and quality assurance processes in Oymnex lab

Skill Development Progression

Basic Programming Concepts 94%
Game Engine Proficiency 81%
UI/UX Implementation 76%
Performance Optimization 63%
Multiplayer Systems 47%