Matteo Taramelli

 · Visual Arts · Computational Design · Scenography · Spatial Design · Moving Image · Teaching


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@ Julian Charrière Studio
computational design and fabrication


Veins is a series of sculptures in white marble by Julian Charrière, shown at Art Basel 2026 and in Hard Core, his exhibition at Mona, Tasmania. Raw marble blocks are pierced by iron wedges, the traditional tools used to split stone. Over time, the corroding wedges weep rust, tracing veins of ochre across the uncarved mineral face. Working as a freelancer for Studio Julian Charrière, I developed a parametric system that generated wedge compositions from grids and orbitals mapped onto the scanned surface of each block, regular in structure yet organically distributed across the stone, with individual points activated to vary density, alignment, and clustering. Combining these computed patterns with elements selected by the artist, I produced a series of design iterations and worked with him to finalize the composition for each block. I then built an automated pipeline to translate these compositions into CNC files for drilling the marble at the stonemasonry, and technical drawings for the studio team to prepare and mount the wedges in the workshop.
Copyright the artist / VG Bild-Kunst, Bonn, Germany, 2026.
Photo by Photo by Mona/Jesse Hunniford.



@ Kasia Fudakowski
design and visualization


A Bridge of Two Paths
is a permanent public artwork by Kasia Fudakowski, commissioned for the Esterházy Schlossgarten in Eisenstadt, Austria. The bridge appears as a single, gently curved structure from a distance, but splits into two as visitors approach, turning the act of crossing into a moment of pause and reflection. An oval void in the middle frames the water below, while the railings, resembling vines from afar, reveal themselves as a tangle of hands shaping the metal rods. I provided design consultancy, supporting the artist through 3D modeling, visualization, and iterative design proposals within the technical constraints of the project.
Photography: Lisa Schulcz



@ Julian Charrière Studio
computational design and fabrication




Not to Get Lost is a public artwork by Julian Charrière, commissioned by EMPA for a new research campus in Dübendorf, Switzerland. The installation features a monumental composition of erratic boulders, shaped by glacial movement and framed by a network of metal wedges, referencing both geological history and stone masonry traditions. Working as a freelancer for Studio Julian Charrière, I developed algorithmic design techniques to precisely arrange the metal elements across the stones and ground. I collaborated with stonemasons to oversee fabrication, utilizing custom digital tools to streamline the design process, automate technical documentation for installation, and generate CNC files for stone drilling.



@ Marble Journey / FuoriSalone 2025
AI modeling and fabrication


Marble Journey: From Matter to Material is an exhibition curated by Laurian Ghinițoiu, Maria Jose Rubira and Giulia Albarello, presented at Dropcity during FuoriSalone 2025 in Milan. Through research, photography, film and installations, it traces the journey of marble from its geological origins through the global networks of extraction, labor and trade that bring it into architecture and design, touching on questions of power, commodification, sustainability, and the history of architecture and aesthetics. I was commissioned to design and produce a series of five 3D printed busts depicting historical figures who made extensive use of marble as an instrument of political and monumental representation, rendered with an ironic and kitsch slant. The busts were developed through an iterative workflow of image collection, editing, and AI-assisted generation of both imagery and 3D models, refined and conformed through digital modeling tools before fabrication.
Photography: Laurian Ghinițoiu



@ Zimoun Studio
design and installation


Zimoun Studio creates kinetic sound installations where mechanical repetition and variation generate evolving soundscapes. As an artist assistant and executive director, I contributed to the development, fabrication, and installation of these works, leading a team in prototyping kinetic sculptures, handling technical design and planning, and producing visualizations and video documentation. I also created video artworks and animations, and managed teams of technicians and volunteers for on-site installations in museums and art spaces.



@ A Normal Working Day
visual art and creative coding


A-Normal-Working-Day (ANWD) is a transdisciplinary art collective that develops performances, spatial installations, video compositions, and branded objects with a distinct visual identity. As a visual artist and creative coder, I contributed through video artworks, digital graphics, algorithmic patterns, and immersive installations, exploring the intersection of human movement, geometric structures, and scenographic space. My work combined coded visuals, video compositing, and 3D visualizations, shaping dynamic environments where patterns, human figures, and scenographic elements merged into a cohesive artistic language.



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