
Carly Lagreca developed core gameplay environments and interaction systems for federicocolombo12/RVProgetto, focusing on immersive 3D scene design and asset integration in Unity. Over three months, she delivered new playable areas such as the infirmary, mapped and populated early game rooms, and enhanced lighting and material fidelity. Using C# scripting and Unity’s editor, Carly implemented object inspection, collection, and placement mechanics, as well as UI elements for torch control and exit indicators. Her iterative, commit-driven approach improved user experience, streamlined object handling, and established a maintainable codebase, demonstrating depth in 3D modeling, environment art, and interactive system development.

February 2025 monthly summary for federicocolombo12/RVProgetto focusing on room mapping, lighting, UI, and asset integration across early game areas (first room, infirmary, cella, electroshock). Delivered a complete map suite, refined lighting, foundational Torch UI and exit indicators, and comprehensive texture/assets work enabling rapid iteration and future gameplay features. Result: enhanced level fidelity, faster design cycles, and stronger business value through a cohesive player experience and maintainable codebase.
February 2025 monthly summary for federicocolombo12/RVProgetto focusing on room mapping, lighting, UI, and asset integration across early game areas (first room, infirmary, cella, electroshock). Delivered a complete map suite, refined lighting, foundational Torch UI and exit indicators, and comprehensive texture/assets work enabling rapid iteration and future gameplay features. Result: enhanced level fidelity, faster design cycles, and stronger business value through a cohesive player experience and maintainable codebase.
January 2025 (2025-01) monthly performance summary for federicocolombo12/RVProgetto. Delivered core gameplay and UX improvements with a strong focus on stability, visual fidelity, and business-value features. Key work spanned torch system enhancements, infirmary room asset updates, and the stabilization of collection/transport/placement scripts, complemented by UI refinements and texture updates. Impact includes improved player interaction fidelity, reduced friction in object handling, and a clearer path for QA and iteration.
January 2025 (2025-01) monthly performance summary for federicocolombo12/RVProgetto. Delivered core gameplay and UX improvements with a strong focus on stability, visual fidelity, and business-value features. Key work spanned torch system enhancements, infirmary room asset updates, and the stabilization of collection/transport/placement scripts, complemented by UI refinements and texture updates. Impact includes improved player interaction fidelity, reduced friction in object handling, and a clearer path for QA and iteration.
December 2024 — Delivered two core features for federicocolombo12/RVProgetto: Infirmary scene development and object interaction/inspection system improvements. Infirmary added a new playable environment with scene setup, assets, and object placements to expand the game world and boost immersion; object interaction updates enabled close-up inspection and a streamlined viewing/collection flow, improving UX and engagement. Commit-driven, iterative execution across Unity (e.g., Creazione Stanza Infermeria; Update Infermeria.unity; Continuazione Infermeria; Sistemazione stanza Infermeria; Prima Bozza di RaccoltaVisualizza Oggetto; Modifica script raccolta/vedi oggetto). Major bugs fixed: none explicitly listed in the provided data; however, UX stability and interaction flow were improved through these changes. Overall impact: richer player experience, better engagement, and a stronger foundation for future content and QA readiness. Technologies/skills demonstrated: Unity scene composition, C# scripting for object interaction, asset integration, interaction UX design, and version control with iterative development.
December 2024 — Delivered two core features for federicocolombo12/RVProgetto: Infirmary scene development and object interaction/inspection system improvements. Infirmary added a new playable environment with scene setup, assets, and object placements to expand the game world and boost immersion; object interaction updates enabled close-up inspection and a streamlined viewing/collection flow, improving UX and engagement. Commit-driven, iterative execution across Unity (e.g., Creazione Stanza Infermeria; Update Infermeria.unity; Continuazione Infermeria; Sistemazione stanza Infermeria; Prima Bozza di RaccoltaVisualizza Oggetto; Modifica script raccolta/vedi oggetto). Major bugs fixed: none explicitly listed in the provided data; however, UX stability and interaction flow were improved through these changes. Overall impact: richer player experience, better engagement, and a stronger foundation for future content and QA readiness. Technologies/skills demonstrated: Unity scene composition, C# scripting for object interaction, asset integration, interaction UX design, and version control with iterative development.
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