
Baptiste Parlagreco developed and enhanced immersive 3D environments for the AmbroiseCorentin/2025_05_15_ArtTechnoXR repository, focusing on asset integration, scene setup, and visual fidelity. Over three months, Baptiste delivered features such as a detailed BoudoirRoom scene and dynamic night sky visuals, using Unity Engine, C#, and ShaderGraph. He established project scaffolding and documentation to streamline onboarding and future development. His work included optimizing asset pipelines, configuring lighting and materials, and implementing collision detection to improve navigation and realism. The depth of his contributions provided a scalable foundation for XR experiences, supporting both stakeholder demos and ongoing scene iteration.

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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