Who Is Fred Briolet and What Does He Do as a Creative Developer?
Updated
Fred Briolet is a creative developer based in Paris. His site presents him with the greeting "Hello ✌️ I'm Fred, creative developer based in Paris," and organizes his output into three sections: work, experiments, and about. The work section is a selection of professional projects; the experiments section collects school projects, prototypes, and personal creations dating back to 2014.
What "creative developer" means in his case
The projects on the site point to a specific kind of practice: building interactive, often 3D or immersive experiences for the web and for installations. The tools named across his experiments are mostly JavaScript, WebGL, Processing, and Unity, with three.js, GLSL, p5.js, and canvas-sketch appearing repeatedly. That mix places him closer to a technologist who prototypes and ships visual/interactive work than to a conventional front-end or back-end developer.
Professional work
The work section lists client and studio projects with years and collaborators:
| Project | Description | Collaborator | Year |
|---|---|---|---|
| Aurora | 3D interactive components about autonomous trucks | DOGSTUDIO/DEPT | 2025 |
| Taking Shape | Virtual gallery about 3D art | DOGSTUDIO/DEPT | 2023 |
| Cloud Castles | Immersive website about a fantasy video-game | DOGSTUDIO & HELLO MONDAY | 2022 |
| Google WebXR experiments | AR prototypes using Chrome's newest features | LUSION | 2021 |
| Cineshader | Cinematic shader visualiser in 3D and VR | LUSION | 2020 |
| The Turn of the Screw | Mysterious exploration of a spatialized opera | LUSION | 2020 |
| The Unknown Face | Website and museum installation about WW1 heroes | MERCI-MICHEL | 2018 |
| Play-doh emerging species | Virtual exhibition about imaginative creatures | MERCI-MICHEL | 2017 |
Two things stand out. First, the collaborators include established studios and brands — DOGSTUDIO/DEPT, Google, Adobe, MERCI-MICHEL — which suggests agency or studio-side production work rather than solo client work. Second, the formats range from brand websites to virtual galleries, museum installations, and AR/VR prototypes, so the through-line is interactivity and spatial/3D presentation rather than any single medium.
Experiments and personal work
The experiments section is a long, dated log of prototypes and studies, "mostly with Javascript, WebGL, Processing and Unity." Recurring themes include:
- Generative and noise-based visuals — Perlin noise and trails, spirals in Perlin noise, text research with Perlin noise in p5.js, a hole in a Perlin noise flow.
- Shader and rendering studies — first steps with GLSL on Shadertoy, gradient research with three.js and shader, a cyberpunk render with three.js and GLSL, reaction diffusion with dithering in Unity.
- Shape and form research — shape research with canvas-sketch, bold shapes and sharp-but-soft shapes in Processing, shapes fusion with three.js.
- Installations and collaborations — Biome, an interactive installation about virtual ecosystems made with friends at Gobelins in 2019; QUO, a newspaper on ticket receipts, also with Gobelins friends in 2018.
The earliest entries are school projects from Gobelins, which is consistent with the 2014 start date and the later move into professional studio work.
How to read the site
If you want to understand his range, the work section answers "what has he shipped and with whom," while experiments answer "what is he exploring technically." The about section is the third entry point but the available page evidence does not describe its contents, so treat work and experiments as the substantive material. For anyone evaluating him as a collaborator or hiring him, the useful signal is the combination of studio-grade client projects and a continuous public log of self-directed WebGL/Processing/Unity experiments.