Game development / education
Games as a starting point
A long-standing interest in videogames and digital art grew through personal projects and two years of game-development training at Event Horizon School in Milan.
Realtime · AI · Visual Storytelling
Technical Art has always been the point where my interests meet: code, realtime graphics, visual experimentation and interactive experiences.
I’m Niccolò Fenili Carravetta, a Unity / Unreal Technical Artist and AI Creative Technologist with around eight years of professional Unity experience.
My work spans videogames, aerospace simulation, medical applications and AI-assisted creative production. I build the systems behind the visuals—shaders, VFX, realtime environments, procedural workflows and tools that turn ideas into interactive experiences.

01 / Career signal
From early game-development experiments to realtime systems for aerospace and medical applications, the common language has always been Technical Art.
Game development / education
A long-standing interest in videogames and digital art grew through personal projects and two years of game-development training at Event Horizon School in Milan.
Master program / VR RTS
A focused master program culminating in a large VR real-time strategy final project, strengthening the link between realtime development and visual production.
Games / serious games / small teams
Videogame and serious-game work expanded into professional delivery, including coordinating production with a small development team.
Realtime simulation / Technical Art
Realtime applications and simulation work broadened into aerospace, including projects connected with ESA, Leonardo and MBDA.
PC / WebGL / VR / mobile
Work evolved into cross-platform interactive environments, including Banca Widiba and the TXT Metaverse division.
AR / visualization / realtime precision
Through UpSurgeOn, realtime development moved into augmented-reality tracking, surgical visualization and precision medical applications.
Unity × ComfyUI / AI-assisted production
Technical Art now extends into generative workflows, custom LoRA training, consistent-character systems, AI-assisted assets and video, and rapid realtime prototyping through projects such as Unity × ComfyUI Creative Pipeline and The Last Layer.
02 / Capabilities
Disciplines shaped through production work—not ratings, but the systems and craft used to deliver realtime experiences.
Technical Art → Creative Technology
I use generative systems as production tools, connecting them with established Unity and Technical Art workflows to accelerate experimentation and build new kinds of creative pipelines.
03 / Applied worlds
Gameplay, Technical Art, environments and realtime systems.
Simulation, large-scale environments and realtime visualization.
AR tracking, visualization and precision realtime applications.
Generative workflows, production tools and rapid creative prototyping.
04 / Working method
I enjoy working at the boundary between visual quality and technical implementation. My role is often to understand what artists, designers or clients want to achieve and build the realtime systems that make it possible.
05 / Technology
A restrained view of the production stack behind the work.
06 / Formation
Two focused stages that established the realtime foundation.
Milan / Two-year program
VR RTS final project
Realtime systems / visual ideas / new workflows