Every game engine is built on a small amount of math and physics. Characters move along vectors, enemies decide where to look using the dot product, and objects fall, bounce, and collide because the engine updates their position and velocity every frame.
You'll start with the math that game developers use most: numbers and vectors, length and normalization, and the dot product, with practical examples and assignments to try. Then you'll see how an engine turns that math into physics, using rigidbodies and colliders to make objects move and react to each other.
You don't need to be a mathematician. A solid feel for vectors and motion is enough to get started, and it will make 2D Game Development much easier, where you put these ideas to work in your first real game.
Freya Holmér's lecture on essential game math: the number line and vector fundamentals, 2D vectors, length and normalization, vector multiplication, dot product use cases, projection, and practice assignments.
A beginner tutorial on game physics in an engine: adding rigidbodies and colliders to objects so they fall, collide, and trigger events when they touch.