
Clément contributed to the S-oul/AstroCube_Team_05 repository by building and refining core 3D environment features, asset pipelines, and user experience systems over four months. He integrated and managed 3D models, textures, and audio assets using Unity and Wwise, focusing on rendering stability, asset validation, and UI development. His work included implementing tile rendering systems, cube texture support, and save functionality, while resolving bugs related to scene composition and input handling. Leveraging C#, HLSL, and Unity Shader Graph, Clément established robust asset management and testing frameworks, enabling faster iteration, improved visual fidelity, and a more reliable, production-ready game environment.

June 2025 performance summary for S-oul/AstroCube_Team_05. A focused pack of rendering, asset, and UX improvements that enhanced visual fidelity, stability, and business value while strengthening the foundation for future features. Key features delivered: - Tile Rendering System: implemented tile rendering with full test coverage; addressed rendering fixes to improve visual accuracy and reliability. - Cube Texture Support: integrated cube texture support into the rendering pipeline for richer visuals. - Asset Size Testing: added asset size tests and validations to prevent regressions and maintain performance budgets. - Texture and UI enhancements: completed greyblocks texture integration, final texture implementation, prefab texture application, and UI SVG asset support. - Gym Environment Setup and Texture Fixes: established a consistent gym environment with greyblocks textures, center layout, arch sizing, and cleanup to improve testability and visuals. - Save System Integration and Joystick Input Support: enabled progress persistence and controller-based navigation to improve user experience and playability. Major bugs fixed: - Tile rendering/pathing issues and tile rendering bug fixes, plus subsequent improvements to pathing. - Scene Rendering and Lighting Fixes: fixes to cube handling, scene composition, and lighting for more stable visuals. - Window/Fenetre and PS button/UI interaction fixes; UI responsiveness improvements. - Texture and Materials Corrections, including plant texture reductions and general texture fixes. - Facade and Environment Geometry Fixes: facade and tunnel geometry corrections. - Additional bug work across the UI, title screen, door center facade alignment, tunnel traversal/rendering, and cube puzzle interaction. - Miscellaneous/ambiguous commit categorized as miscellaneous bug resolved for clarity. Overall impact and accomplishments: - Significantly improved rendering stability, visual fidelity, and asset validation, reducing risk of regressions in production. - Built a scalable asset/testing framework with asset size checks and texture management that supports faster iteration and higher quality visuals. - Delivered end-to-end texture work for main environment assets and UI, enabling a polished user experience. - Established gameplay infrastructure with save/pause and controller support, improving retention and usability. Technologies/skills demonstrated: - Rendering pipeline engineering, texture mapping, and cube textures. - Test-driven development with test coverage for rendering features. - Asset management and validation (size checks, prefab textures). - UI work (SVG assets) and responsive UI handling. - Environment setup, architectural changes, and gameplay input integration.
June 2025 performance summary for S-oul/AstroCube_Team_05. A focused pack of rendering, asset, and UX improvements that enhanced visual fidelity, stability, and business value while strengthening the foundation for future features. Key features delivered: - Tile Rendering System: implemented tile rendering with full test coverage; addressed rendering fixes to improve visual accuracy and reliability. - Cube Texture Support: integrated cube texture support into the rendering pipeline for richer visuals. - Asset Size Testing: added asset size tests and validations to prevent regressions and maintain performance budgets. - Texture and UI enhancements: completed greyblocks texture integration, final texture implementation, prefab texture application, and UI SVG asset support. - Gym Environment Setup and Texture Fixes: established a consistent gym environment with greyblocks textures, center layout, arch sizing, and cleanup to improve testability and visuals. - Save System Integration and Joystick Input Support: enabled progress persistence and controller-based navigation to improve user experience and playability. Major bugs fixed: - Tile rendering/pathing issues and tile rendering bug fixes, plus subsequent improvements to pathing. - Scene Rendering and Lighting Fixes: fixes to cube handling, scene composition, and lighting for more stable visuals. - Window/Fenetre and PS button/UI interaction fixes; UI responsiveness improvements. - Texture and Materials Corrections, including plant texture reductions and general texture fixes. - Facade and Environment Geometry Fixes: facade and tunnel geometry corrections. - Additional bug work across the UI, title screen, door center facade alignment, tunnel traversal/rendering, and cube puzzle interaction. - Miscellaneous/ambiguous commit categorized as miscellaneous bug resolved for clarity. Overall impact and accomplishments: - Significantly improved rendering stability, visual fidelity, and asset validation, reducing risk of regressions in production. - Built a scalable asset/testing framework with asset size checks and texture management that supports faster iteration and higher quality visuals. - Delivered end-to-end texture work for main environment assets and UI, enabling a polished user experience. - Established gameplay infrastructure with save/pause and controller support, improving retention and usability. Technologies/skills demonstrated: - Rendering pipeline engineering, texture mapping, and cube textures. - Test-driven development with test coverage for rendering features. - Asset management and validation (size checks, prefab textures). - UI work (SVG assets) and responsive UI handling. - Environment setup, architectural changes, and gameplay input integration.
May 2025 milestone: Delivered key UX and visual polish for S-oul/AstroCube_Team_05, strengthened rendering stability, and expanded testing and release readiness. Implemented scene intro improvements and title screen UI, refreshed textures for plants, glass shards, and fences, and added LampPrefab and lighting variants to broaden visual fidelity. Extended the tile and scene progression toolkit to support testing and transitions, and integrated new UI assets, fonts, and content for story flow. Resolved material, shader, and rendering edge cases (glass shard, plates, fences) and reworked architecture and asset pipelines to reduce integration risk. Established health gates via vibe checks and documented weekly push housekeeping to support predictable delivery.
May 2025 milestone: Delivered key UX and visual polish for S-oul/AstroCube_Team_05, strengthened rendering stability, and expanded testing and release readiness. Implemented scene intro improvements and title screen UI, refreshed textures for plants, glass shards, and fences, and added LampPrefab and lighting variants to broaden visual fidelity. Extended the tile and scene progression toolkit to support testing and transitions, and integrated new UI assets, fonts, and content for story flow. Resolved material, shader, and rendering edge cases (glass shard, plates, fences) and reworked architecture and asset pipelines to reduce integration risk. Established health gates via vibe checks and documented weekly push housekeeping to support predictable delivery.
April 2025 performance summary for S-oul/AstroCube_Team_05. Focused on expanding the asset library and stabilizing core asset rendering to accelerate level design and improve visuals. Key outcomes include: (1) Asset Library Expansion delivering a broad set of 3D assets (windows, doors, furniture, tunnels) with models, textures, and meta files, enabling faster and more varied level design. (2) Fixed door and greyblocks rendering/import issues by updating door models and related assets, improving visual consistency and pipeline reliability. (3) Ongoing texture work, material assignments, and FBX-ready assets to streamline production readiness. Result: reduced asset integration risk, faster iteration cycles, and stronger overall game polish. Technologies/skills demonstrated include 3D asset pipelines, texture mapping, material assignments, asset management, and Git-based version control across the team.
April 2025 performance summary for S-oul/AstroCube_Team_05. Focused on expanding the asset library and stabilizing core asset rendering to accelerate level design and improve visuals. Key outcomes include: (1) Asset Library Expansion delivering a broad set of 3D assets (windows, doors, furniture, tunnels) with models, textures, and meta files, enabling faster and more varied level design. (2) Fixed door and greyblocks rendering/import issues by updating door models and related assets, improving visual consistency and pipeline reliability. (3) Ongoing texture work, material assignments, and FBX-ready assets to streamline production readiness. Result: reduced asset integration risk, faster iteration cycles, and stronger overall game polish. Technologies/skills demonstrated include 3D asset pipelines, texture mapping, material assignments, asset management, and Git-based version control across the team.
In March 2025, delivered a major feature for AstroCube_Team_05: new 3D environment assets and audio integration, with updates to Wwise project data and corresponding binary and meta files. This work enhances visual fidelity and audio immersion while tightening the asset-to-build pipeline. No critical bugs were reported this month. Business impact includes improved player experience, faster content iteration, and more reliable builds through synchronized assets and metadata. Technologies demonstrated include 3D asset integration, Wwise audio middleware, asset packaging/build process improvements, and Git-based version control.
In March 2025, delivered a major feature for AstroCube_Team_05: new 3D environment assets and audio integration, with updates to Wwise project data and corresponding binary and meta files. This work enhances visual fidelity and audio immersion while tightening the asset-to-build pipeline. No critical bugs were reported this month. Business impact includes improved player experience, faster content iteration, and more reliable builds through synchronized assets and metadata. Technologies demonstrated include 3D asset integration, Wwise audio middleware, asset packaging/build process improvements, and Git-based version control.
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