PIETRO FORTUNATO
UNITY SOFTWARE / C# · XR DEVELOPMENT · GAME DESIGN

I build worlds
you can step
into.

I'm Pietro Fortunato, a Unity developer focused on immersive experiences—from Meta Quest and XR applications to games, rapid prototypes and interactive tools.

EXPLORE
Pietro Fortunato — Unity and XR Developer

SELECTED PROJECTS // FIELD REPORTS

Built to be
experienced.

A project-first view of my work: the challenge, the build and what I contributed along the way.

DEMO CONTENT — READY FOR YOUR REAL PROJECT MEDIA & DETAILS
GAMEPLAY REVEAL COMING SOONDROP VISUAL ASSET HERE
CASE / 01

INTERACTIVE CULTURAL EXPERIENCE

Inferno di Dante Application

A dedicated case study for the interactive application I developed for Inferno di Dante. Gameplay footage and the complete project breakdown are coming soon.

ROLE
Unity Developer / Game Designer
FORMAT
Interactive Experience
ENGINE
Unity + C#
FOCUS
Real-Time 3D / Storytelling
EXPERIENCE RECAP

The full case study will cover my direct contribution, the core interaction design, the Unity systems behind the experience and the challenges solved during production.

PROJECT MEDIA SLOTDROP VISUAL ASSET HERE
CASE / 02

XR PROTOTYPING

Spatial Interaction Prototype

Show how an early idea became a testable interaction, from the first mechanic to a comfortable and readable experience in-headset.

ROLE
Developer / Designer
PLATFORM
Standalone XR
ENGINE
Unity + OpenXR
FOCUS
Interaction / UX
EXPERIENCE RECAP

Summarize the iterations you owned, the feedback you acted on and the technical or design decision that made the prototype work.

PROJECT MEDIA SLOTDROP VISUAL ASSET HERE
CASE / 03

GAMEPLAY R&D

Real-Time 3D Prototype

Present a game, interactive tool or experimental build with its core loop, visual direction and the systems behind the experience.

ROLE
Unity Developer
PLATFORM
PC / Mobile / XR
TOOLS
Blender / Substance
FOCUS
Gameplay / 3D Pipeline
EXPERIENCE RECAP

Highlight what you built end-to-end, how you balanced creative and technical constraints, and the skill you carried into later work.

CORE CAPABILITIES // SYSTEM READOUT

What I do
best.

My strongest work lives at the intersection of real-time code, immersive interaction and fast, practical iteration.

CORE / 01PRIMARY STACK

Unity software + C#

Gameplay systems, interactive applications, architecture and production-ready implementation inside the Unity engine.

XR / 02SPECIALIZATION

VR, AR & Meta Quest

Immersive interactions, spatial UX, training simulations and comfortable experiences designed for standalone headsets.

R&D / 03FAST ITERATION

Rapid prototyping

Turning an early concept into a testable build quickly, validating the core interaction before scaling production.

PERF / 04OPTIMIZATION

Performance & delivery

Profiling and refining real-time experiences for stable performance, clear interactions and reliable builds across target devices.

MISSION DIRECTIVE // 01

Design, code and curiosity.
All in the same build.

I work where an idea stops being a concept and becomes something people can touch, explore, learn from and remember.

CAREER / 2020—NOW

Work history

01

INFERNO DI DANTE · UNITY DEVELOPMENT

Unity Developer / Game Designer

Developing an interactive application for Inferno di Dante, combining real-time 3D, gameplay systems and experiential storytelling for a public-facing cultural project.
02

WIPLAB INNOVATION · 2023—PRESENT

Unity XR Developer

Designing and developing VR and AR applications, immersive training simulations and real-time 3D interactions in Unity, from rapid prototypes and spatial UX to reliable standalone headset delivery.
03

INDEPENDENT · 2020—2022

Indie Unity Developer

Built and iterated on personal Unity projects and gameplay prototypes, owning the full loop from mechanic design and C# implementation to 3D integration, testing and playable builds.

ABOUT ME

From the first idea
to the first “wow”.

I'm a self-taught Unity developer with a strong background in C# and immersive application development. I turn early concepts into working prototypes, then refine interaction, feel and performance into complete experiences.

My current work at WIPLAB focuses on VR and AR experiences for training and professional learning. Alongside development, I use Blender and Substance Painter to bring 3D assets directly into my Unity workflow.

Unity / C#VR & ARMeta QuestRapid PrototypingGame DesignBlenderSubstance PainterOptimizationAgile / ScrumGit

HAVE AN IDEA WORTH MAKING PLAYABLE?

Let's make it
real.

Pietro.Fortunato.Dev@outlook.com ↗
OPEN TO COLLABORATIONSITALY · REMOTE

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