Xorilex
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Building Physics-Driven Game Worlds

We started Xorilex in late 2023 because we noticed something odd. Most game design courses taught engines and tools, but few taught the actual physics that makes virtual worlds feel right.

Physics simulation workspace showing particle systems and collision detection Students working on rigid body dynamics in 3D environment Real-time physics debugging and performance optimization tools

Where Technical Meets Tangible

The idea came from watching designers struggle with basic concepts like momentum transfer or angular velocity. They'd built impressive portfolios, but their worlds felt... floaty. Objects didn't behave quite right.

So we built a curriculum around the fundamentals. Not the glamorous stuff, honestly. Force diagrams, constraint solvers, numerical integration methods. The kind of content that makes objects fall believably or cars corner realistically.

Our approach is rooted in practical application rather than academic theory. Students spend time breaking down existing game mechanics, identifying what works physically and what's artistic license. Because sometimes "realistic" isn't what you actually want.

How We Structure Learning

Different people absorb physics concepts differently. Some need visual demonstrations, others prefer mathematical breakdowns. We've structured our autumn 2025 intake around three core pathways.

1

Visual Exploration Track

Best for artists transitioning into technical design. You'll prototype mechanics visually first, then gradually layer in the underlying mathematics. Starts with particle systems, moves toward complex simulations.

2

Mathematics-First Path

For programmers who want to understand the theory before implementation. We cover vector calculus, quaternion rotations, and numerical methods before touching any engine. Leads to performance-critical physics systems.

3

Hybrid Application Route

Balances theory with immediate application. Build a simple mechanic, understand its physics foundation, optimize it, repeat. Most students find this matches how they'll actually work in production environments.

Advanced rigidbody physics setup in game development environment
Nerys Tollefsen, Lead Physics Curriculum Designer at Xorilex
Our Foundation

Real Experience, Real Support

Nerys Tollefsen leads our curriculum design. She spent eight years debugging physics systems at a mid-sized studio before joining us. Her philosophy: teach what actually breaks in production, not just what works in textbooks.

Our teaching team includes working developers who've shipped titles across multiple genres. They understand frame budget constraints, platform-specific quirks, and when to simplify physics for gameplay purposes.

Support doesn't end when modules finish. Students joining our October 2025 cohort get twelve months of project feedback access. Because integrating physics knowledge into portfolio work takes time and iteration.