At AIKO I lead the Virtual Environments department, developing real-time simulation technologies for aerospace and autonomy applications. Our work supports AIKO’s autonomy efforts through training environments, synthetic data generation, validation workflows, and interactive demonstrations.
We are not the product development team; instead, we provide the simulation and experimentation layer that helps train models, validate behaviors, and showcase capabilities in realistic scenarios.
- Synthetic dataset generation for AI-based navigation — We build simulators that generate photorealistic imagery and telemetry for visual navigation and pose estimation, especially in scenarios where real orbital data is scarce or impossible to collect (e.g., asteroid proximity, CubeSat rendezvous).
- Reinforcement learning environments for GNC — We create closed-loop simulators where AI-based Guidance, Navigation and Control (GNC) agents are trained, tested and stressed before deployment. A concrete example is our RL-controlled agent for In-Orbit Servicing (IOS) scenarios, where the agent learns to perform orbital approach and docking between CubeSats.
- ML training & validation with controllable scenarios — We design repeatable, parameterized scenarios to validate GNC algorithms, pose estimation models, and visual navigation pipelines, covering edge cases and long-tail distributions that are hard to reproduce in real missions.
- Interactive VR/AR and real-time simulators — We turn complex space technologies into immersive experiences and intuitive UI tools: from VR demos for AI-based lunar landing agents to real-time simulators where operators can interact with the dynamics, debug the simulation, and challenge the RL agent against a human player.
- Tools and stack for in-orbit servicing missions — Our virtual environments integrate orbital and attitude dynamics simulation, optical payload simulation, and hardware subsystems modeling, all built on Unity3D, C#, and Python, with a strong focus on real-time performance and numerical accuracy.
The stack: Unity3D, C#, Python, and a healthy dose of numerical methods.
The vision: use virtual environments to accelerate the adoption of AI in space, reduce risk, and make the development of intelligent systems more transparent and data-centric.
As the team leader and/or project manager, I’ve taken care of:
- design of the application architecture taking care of technologies involved, services to use and identify complexity;
- develop the task board for the programming team, giving priority and checking the completion of the goals to be achieved
- maintain the communications with the customer and I’ve done meetings to understand their needs and deal with most complex requests trying to get more information as possible for internal team
- although in a small team I’ve developed and maintained CI/CD pipeline to automatize the recurrent job and avoid lost hours
I’m credited in the following games:
- Little Red Riding Hood: Digital Tales (Android)
- Jack and the Beanstalk: Digital Tales (Android)
- A trip to the Moon: Digital Tales (Android)
- Snow White: Digital Tales (Android)
- Futuridium EP Deluxe: MixedBag Games (Apple TV, Windows, Mac, Linux/Steam OS, Nintendo WiiU)
- Futuridium EP Deluxe Physical edition: MixedBag Games & Limited Run games (PS4 and PSVita)
- Wheels of Aurelia: Santa Ragione & MixedBag Games (PS4, Nintendo Switch and Xbox One)
- forma.8: MixedBag Games (PS4, PSVita, Xbox One, Wii U, PC, Mac, Nintendo Switch)
- forma.8 Physical edition: MixedBag Games & Limited Run games (PS4, PSVita)
- Still Time: Alan Zucconi (PS4 and PSVita)
- Avery: MixedBag Games & IBM Italy (iOS and Android)
- ATOMINE: Broken Arms Games & MixedBag Games (PS4, Xbox One and Nintendo Switch)
- Waking Violet: Marco Mastropaolo & MixedBag Games (PC, Mac, PS4, PSVita and Nintendo Switch)
- The Wardrobe: C.I.N.I.C. Games & MixedBag Games (PS4 and Nintendo Switch)
- Detective Gallo: Footprints Game studios & MixedBag Games (PS4 and Nintendo Switch)
- Secret Oops: MixedBag Games published by Apple Inc. (iOS, tvOS and macOS)
I’ve also worked on two VR experience for museum exhibitions, where I got experience with VR headset and B2B projects.
One of this experience is now exposed at the Officine Grandi Riparazioni in Turin and it’s named OGR VR, in this application we’ve recreated an old factory where they repair trains recreating the look how appeared in 1920.
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