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What is Fred Briolet?
Fred Briolet is the personal portfolio and experiment archive of Fred, a creative developer based in Paris. The site pairs professional project work with a long-running collection of small, self-directed experiments, so it functions as both a client-facing portfolio and a sketchbook of technical and visual ideas.
What you'll find
- Work: Selected professional projects, including interactive 3D components about autonomous trucks, a virtual gallery about 3D art, an immersive website for a fantasy video game, WebXR/AR prototypes built with Chrome features, a cinematic shader visualiser in 3D and VR, a spatialized opera exploration, a museum installation about WW1 heroes, and a virtual exhibition of imaginative creatures. The listed collaborators and years suggest agency and studio contexts alongside independent production.
- Experiments: Prototypes and creations dating back to 2014, mostly using JavaScript, WebGL, Processing and Unity. Examples include Perlin noise and trails, an interactive installation about virtual ecosystems, a generative painting study, an audiovisual journey, reaction-diffusion with dithering, marble and audio-visual generators, and shape, gradient and shader research in three.js, p5.js, canvas-sketch and GLSL.
- About: A short section for background on the developer.
Who it's for
The work section suits potential clients, studios and collaborators assessing style and technical range in interactive 3D, WebGL and installation work. The experiments section is more useful to other creative coders looking for process, technique references or inspiration, since the entries are labelled by tool and theme rather than presented as case studies.
How to use it
If you're evaluating fit for a project, start with the work section and note the recurring tools and formats — real-time 3D, VR, WebXR and museum installation — then check the experiments for depth in generative and shader-based work. If you're learning, treat the experiment titles as a rough curriculum: Perlin noise, trails, reaction diffusion, GLSL shaders and three.js rendering recur often enough to trace a path through them.
A practical next step: pick two or three experiment entries that use tools you already know, and compare how the same technique appears across different projects — for example, Perlin noise in Processing versus p5.js versus three.js. That comparison shows the trade-offs between quick prototyping environments and production-ready WebGL pipelines more clearly than any single project page.
What types of creative development projects does Fred Briolet specialize in?
Fred Briolet is a Paris-based creative developer whose work centers on immersive, browser-based experiences: interactive 3D, WebGL and shader-driven visuals, WebXR/AR prototypes, virtual galleries, and generative art experiments.
The main project types shown
- Interactive 3D and WebGL websites — commercial projects built around real-time 3D components, such as Aurora, described as 3D interactive components about autonomous trucks, and Cloud Castles, an immersive site for a fantasy video game.
- Virtual galleries and exhibitions — Adobe Taking Shape, a virtual gallery about 3D art, and Play-doh emerging species, a virtual exhibition of imaginative creatures.
- Immersive and spatial storytelling — The Turn of the Screw, a spatialized opera exploration, and The Unknown Face, a website paired with a museum installation about WW1 heroes.
- WebXR and AR prototypes — a set of Google WebXR experiments using Chrome's newer features, plus a cinematic shader visualiser in 3D and VR (Cineshader).
- Generative and experimental visuals — a long-running experiments section with Perlin noise studies, reaction-diffusion algorithms, marble generators, audio-visual generators, shader research, and shape and gradient studies.
Tools and collaborators
The experiments are mostly made with JavaScript, WebGL, Processing, three.js, p5.js, canvas-sketch, Unity and GLSL. Commercial work is credited to studios including DOGSTUDIO/DEPT, HELLO MONDAY, LUSION and MERCI-MICHEL, which suggests a mix of agency collaboration and independent experimentation.
How to judge whether this is the right fit
If you need a conventional marketing site, this portfolio is probably more elaborate than necessary. It fits better when the website itself is the experience: a product launch that needs real-time 3D, a museum or gallery piece with a digital counterpart, or an AR/VR prototype where browser performance and shader work matter. The experiments section is the useful signal here — it shows sustained hands-on work with generative systems and rendering techniques rather than one-off effects.
A practical next step: open one commercial project and one experiment side by side. The commercial piece shows how the techniques scale into a client deliverable; the experiment shows the underlying craft. If your project needs both, that combination is the relevant evidence.
How can I commission or hire Fred Briolet for a project?
The site itself gives you one clear route: there is an “about” section alongside the work and experiments listings, and that is where a creative developer typically puts contact details and availability. Start there rather than hunting for a contact form elsewhere. Fred Briolet
What to do first
Open the about page and look for an email address or a contact link. If you find one, write a short, specific message rather than a generic enquiry.
What to put in that message
- The project type. Say whether it is a website, an immersive installation, a WebXR/AR prototype or a visual experiment. The listed work spans interactive 3D components, virtual galleries, immersive game sites, WebXR experiments and museum installations, so naming your category helps immediately.
- The stage you are at. Concept, prototype, production or launch. Several projects on the site look like prototypes and experiments rather than finished commercial builds, which suggests early-stage collaboration is plausible.
- Timeline and decision date. Even a rough window is more useful than none.
- Budget range or band. You do not need to commit to a figure, but indicating scale prevents a mismatch.
- Who else is involved. Agency, in-house team, museum, or solo. Some listed projects were made with studios and collectives, so he may be used to working inside a larger team.
- References. Two or three links to work whose feel matches what you want.
Whose work is described here
The portfolio is Fred Briolet’s own account of his projects, and the experiments section is explicitly described as school projects, prototypes and personal creations made since 2014, mostly with JavaScript, WebGL, Processing and Unity. Treat those as evidence of range and technical interests rather than as client case studies.
A practical decision criterion
If your project needs real-time 3D in a browser, generative visuals, shaders, or an installation that blends physical space with screen-based work, this portfolio is directly relevant. If you need a conventional marketing site with a fixed template and a two-week turnaround, the fit is weaker and you may be better served by a general web studio.
If the about page has no contact route
Look for a professional profile linked from the site, or approach him through the studios credited on the projects. If you already know someone at one of those teams, a warm introduction will usually get a faster and more considered reply than a cold message.
What technologies and tools does Fred Briolet use in his work?
Fred Briolet's site points to a JavaScript-and-realtime-graphics toolkit rather than a single framework: WebGL, three.js, GLSL shaders, Processing, p5.js, canvas-sketch, Unity, and WebAudio recur across his professional projects and experiments. The professional work listed includes WebXR/AR prototypes built with Chrome features and 3D interactive components, while the experiments section credits specific tools per piece.
Tools by type of work
| Area | Tools named on the site | Typical output |
|---|---|---|
| Web 3D and immersive sites | three.js, WebGL, GLSL | Interactive components, immersive websites, audiovisual pieces |
| Shaders and visual research | GLSL, Shadertoy, Unity | Reaction-diffusion, dithering, gradient and shape studies |
| Generative and creative coding | Processing, p5.js, canvas-sketch | Perlin noise trails, spirals, generative painting studies |
| Games, VR and installations | Unity, WebXR | AR prototypes, museum installation, interactive installation |
| Audio | WebAudio, canvas | Audio-visual generators |
What this means in practice
The mix matters more than the list. three.js and WebGL cover browser-based 3D, Processing and p5.js cover quick generative sketching, and Unity handles heavier interactive or installation work. Shaders appear as a shared layer across all of them, which is why the same visual ideas — noise, trails, deformation — show up in different tools.
If you are choosing a stack for similar work, start from the delivery target: browser-first interactive sites lean on three.js plus GLSL, rapid visual studies lean on Processing or p5.js, and installation or VR work leans on Unity. For related creative-developer portfolios, see three.js and Processing.
Which notable clients or brands has Fred Briolet collaborated with?
Fred Briolet's portfolio names several collaborators and clients across agency and studio projects. The most frequently credited are DOGSTUDIO/DEPT (on Aurora, Taking Shape, and Cloud Castles, the last alongside HELLO MONDAY) and LUSION (on Google WebXR experiments, Cineshader, and The Turn of the Screw). Earlier work credits MERCI-MICHEL on The Unknown Face and Play-doh emerging species.
A practical way to read this list: these are mostly studios and agencies rather than end brands, which is typical for a creative developer working on interactive, WebGL and XR production. If you want to judge the kind of client work involved, look at the project subjects rather than the names alone — autonomous trucks, a virtual gallery for 3D art, a fantasy game site, museum and opera installations. That mix suggests collaborations where the studio handled the client relationship and Fred contributed the creative development.
For a concrete next step, open the "work" section of Fred Briolet and check each project's own credit line, since the site names the studio partners but not always the underlying brand. If you are evaluating him for a commission, treat the studio names as evidence of production scale and the project descriptions as evidence of the technical and artistic range.
What can I learn from Fred Briolet's experiments and prototypes?
Fred Briolet's experiments page is a working sketchbook rather than a tutorial series. What you learn comes from studying the range of techniques he revisits and how each one maps to a specific tool. The pattern suggests a developer who treats creative coding as ongoing practice: small studies in noise, shaders and generative painting, then larger interactive and immersive projects.
What the experiments cover
- Perlin noise and flow fields appear repeatedly, in Processing, p5.js and three.js. Trails, spirals, "hole in a perlin noise flow" and text research all circle the same core idea: use noise to drive motion, then vary the medium.
- Shaders and GLSL show up through three.js and Shadertoy work, including gradient research, a cyberpunk render and early GLSL steps. This is a clear progression from first experiments to more finished visual pieces.
- Generative painting and shape research include Pixelmoshpit, marble generation in Unity, reaction diffusion with dithering, and studies in canvas-sketch and Processing.
- Audio-visual and installation work bridges experiments and professional projects: an audiovisual journey made with three.js, a webaudio plus canvas generator, and an interactive installation about virtual ecosystems made with friends at Gobelins.
- Immersive and XR projects include WebXR AR prototypes using Chrome features, a cinematic shader visualiser in 3D and VR, and a spatialised opera exploration.
What this teaches practically
The experiments show that the same underlying technique—noise, shaders, particle systems—can be pushed across different tools. If you are learning creative development, the useful move is to pick one technique and rebuild it in two environments: for example, a Perlin noise flow field in p5.js, then the same idea in three.js with GLSL. That comparison teaches you where each tool helps and where it gets in the way.
The professional projects also show how experiments scale into client work: virtual galleries, immersive websites and museum installations. The experiments are not throwaway; they are the vocabulary that later projects draw on.
A next step
Choose one experiment theme you can already name—noise, shaders or generative painting—and recreate a small version yourself. If you want to see how another creative developer structures similar studies, compare with Bruno Simon, whose portfolio also mixes experiments and interactive 3D work.
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