This page summarizes my teaching activities and workshops, with a focus on game development, real-time graphics, and interactive technologies.
Unity 3D Instructor — Accademia Italiana Videogiochi (AIV), Rome
[2017–2022]
Second-year Unity3D course covering the full production pipeline — from engine fundamentals to advanced rendering. Covering shaders, optimization, physics, Mathematics for game development, Navigation systems, Animation techniques. On my GitHub you can find a substantial amount of teaching material in the form of slides, giving you a clear idea of the type of course.
Workshop – Motion Capture & Root Motion at LevelUp, Rome
[2019]
Hands-on workshop introducing animation pipelines with live motion capture.
- Topics: Root Motion principles, retargeting, animation blending, and runtime constraints in Unity.
- Live Demo: on-stage capture session with Noitom Perception Neuron suit; data streaming, calibration, and cleanup.
- Pipeline: capture → solve → retarget → import to Unity → state machines & transitions → polish & QA.
- Takeaways: participants left with a reusable mini-pipeline and scene template for future mocap tests.
Unity 3D Teacher – I.I.S. Copernico
[2019]
Instructor for a MIUR PON grant (10862/FSE) titled “Production of a Mobile Video Game”.
- Course Goal: introductory game-dev path focused on mobile platforms (Android/iOS).
- Program: core Unity setup, touch input, lightweight UI/UX, scene management, basic economy/levels, build & deploy.
- Method: short sprints with in-class playtests, bug-triage routines, and store-readiness checklist.
- Outcome: students delivered a small but complete vertical slice, gaining experience with version control and teamwork.
