
Over a three-month period, contributed to the AmbroiseCorentin/2025_05_15_ArtTechnoXR repository by building and enhancing immersive 3D environments for XR applications. Developed detailed scenes such as PARLAGRECO_BAPTISTE and BoudoirRoom, focusing on asset integration, lighting, and material creation to improve visual fidelity and scene realism. Leveraged Unity Engine, C#, and ShaderGraph to implement features like advanced night sky visuals with custom particle systems and robust collision detection for navigation. Established project scaffolding and documentation to streamline onboarding and future development, while optimizing asset pipelines and scene management to support scalable, business-ready XR experiences without introducing reported bugs.
July 2025 — AmbroiseCorentin/2025_05_15_ArtTechnoXR: Key feature delivered - Enhanced Night Sky Visuals (Moon and Stars). Implemented new moon/star materials, tuned particle effects for richer star visuals, and updated scene assets for seamless integration with the sky environment. Major bugs fixed - None reported for this period.
July 2025 — AmbroiseCorentin/2025_05_15_ArtTechnoXR: Key feature delivered - Enhanced Night Sky Visuals (Moon and Stars). Implemented new moon/star materials, tuned particle effects for richer star visuals, and updated scene assets for seamless integration with the sky environment. Major bugs fixed - None reported for this period.
June 2025 monthly summary emphasizing delivery of an immersive BoudoirRoom scene for ArtTechnoXR, with extensive asset integration, lighting and camera/navigation improvements, and robust collision setup. Focused on delivering business-ready visuals and a repeatable asset pipeline for stakeholder demos and QA.
June 2025 monthly summary emphasizing delivery of an immersive BoudoirRoom scene for ArtTechnoXR, with extensive asset integration, lighting and camera/navigation improvements, and robust collision setup. Focused on delivering business-ready visuals and a repeatable asset pipeline for stakeholder demos and QA.
In May 2025, delivered a comprehensive upgrade to the PARLAGRECO_BAPTISTE environment and established solid project scaffolding, enabling faster iteration and richer XR experiences. The visual fidelity was significantly enhanced through an expanded assets library, new meshes and prefabs, and refreshed textures and materials. A first version of project documentation and ReadMe was created to guide future work and onboarding. Asset import and texture pipelines were stabilized with targeted fixes to textures, templates, and metadata, improving consistency and rendering reliability. Overall, these efforts increased realism, reduced setup time for new scenes, and provided a scalable foundation for ongoing development.
In May 2025, delivered a comprehensive upgrade to the PARLAGRECO_BAPTISTE environment and established solid project scaffolding, enabling faster iteration and richer XR experiences. The visual fidelity was significantly enhanced through an expanded assets library, new meshes and prefabs, and refreshed textures and materials. A first version of project documentation and ReadMe was created to guide future work and onboarding. Asset import and texture pipelines were stabilized with targeted fixes to textures, templates, and metadata, improving consistency and rendering reliability. Overall, these efforts increased realism, reduced setup time for new scenes, and provided a scalable foundation for ongoing development.

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