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fredericbriolet.com

Fred Briolet - creative developer

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English
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2014
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Website review

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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.

Related questions

More questions →
What Tools and Technologies Does Fred Briolet Use in His Experiments?

Fred Briolet's experiments are built mainly with JavaScript, WebGL, Processing, and Unity, with recurring use of three.js, p5.js, canvas-sketch, and GLSL shaders. His own site describes the experiments section as "school projects, prototypes and creations I worked on since 2014, mostly with Javascript, WebGL, Processing and Unity." If you want to understand his technical range, that single sentence is the most reliable summary: a browser-first creative developer who also works in real-time 3D engines and offline generative sketches.

The core stack

Technology Where it appears in his experiments
JavaScript The base language for most browser-based work
WebGL Real-time 3D and shader-driven visuals
Processing Many sketch-style experiments (noise, trails, shapes)
Unity Reaction diffusion, marble generation, and other simulations
three.js Ambient whirlwind, audiovisual journey, Christmas render, shape fusion
p5.js Text research with Perlin noise
canvas-sketch Shape research
GLSL / shaders Cyberpunk render, gradient research, first shadertoy steps

What he actually builds with them

Generative and noise-based work

A large share of the experiments revolve around Perlin noise: trails and Perlin noise in Processing, spirals in Perlin noise, holes in a Perlin noise flow, and text research with Perlin noise in p5.js. This is a classic generative-art technique where smooth pseudo-random values drive motion, texture, or form.

Shader and rendering experiments

He works directly with GLSL — for example a cyberpunk render made with three.js and GLSL, gradient research with three.js and a shader, and "first steps with glsl on shadertoy." Shaders let him control how pixels are computed on the GPU, which is why so many of these pieces are about light, color, and surface rather than narrative.

Simulation and algorithm studies

Some experiments go beyond visuals into simulation: a reaction diffusion algorithm with dithering made with Unity, and a "sort of marble generator," also in Unity. Reaction diffusion is a model of how two chemicals spread and interact, often used to fake organic patterns like coral or veins.

Audio and installation work

Not everything is a screen sketch. Biome is described as an interactive installation about virtual ecosystems, made with friends at Gobelins in 2019. There is also an audio visual generator using webaudio + canvas, and Brennistein, an audiovisual journey made with three.js. These show the experiments are not only still images but also time-based, sound-linked, or physically installed pieces.

How to read the experiments section

The experiments page is a chronological-ish list of prototypes and studies rather than polished client work. The professional projects sit in the separate work section (Aurora, Adobe Taking Shape, Cloud Castles, Google WebXR experiments, Cineshader, and others). If your goal is to see the tools in context, the experiments are the better place to look, because each entry names its medium — Processing, three.js, Unity, p5.js, canvas-sketch, or GLSL.

A practical way to use the site: pick a technique you care about (noise, shaders, simulation), find the matching experiment, and note the named tool. That tells you which library or engine Fred reached for when solving that specific kind of problem.

What Is Fred Briolet's Website?

fredericbriolet.com is the portfolio site of Fred Briolet, a creative developer based in Paris. It presents a selection of professional projects, a large archive of personal experiments, and a short about section. If you want to see what a creative developer working in 3D, WebGL, and WebXR does in practice — or you're evaluating him for a collaboration — this site is the primary source.

What the site contains

The homepage opens with a one-line introduction ("Hello ✌️ I'm Fred, creative developer based in Paris") followed by three sections: work, experiments, and about.

Work

A curated list of professional projects, each with a title, a short description, a studio or client credit, and a year:

Project Description Credit Year
Aurora 3D interactive components about autonomous trucks DOGSTUDIO/DEPT 2025
Adobe 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

The pattern across these entries is worth noting: the work spans brand sites, virtual galleries, museum installations, and VR/AR pieces, with recurring collaborators (DOGSTUDIO/DEPT, LUSION, MERCI-MICHEL) and clients including Adobe and Google.

Experiments

A long archive of personal and school projects dating back to 2014, mostly built with JavaScript, WebGL, Processing, and Unity. Entries include Perlin noise and trail studies, a three.js ambient whirlwind ("Dispositions"), generative painting ("Pixelmoshpit"), reaction-diffusion with dithering in Unity, shader and gradient research, and audiovisual pieces. Several were made with friends at Gobelins (Biome, 2019; QUO, 2018).

About

A short personal introduction. The site itself gives no pricing, contact form details, or availability information, so anything about hiring or rates would have to come from direct contact rather than the page.

Who this site is useful for

  • Recruiters and studios checking a creative developer's range across commercial and experimental work.
  • Developers learning WebGL/three.js/Processing who want to see the range of what these tools produce, from noise studies to full immersive sites.
  • Anyone curious about the Paris creative-dev scene — the credits show how agency, museum, and tech-client work overlap.

What it is not

It is not a blog, a tutorial resource, or a service page. There is no writing about technique, no downloadable code, and no stated pricing or booking process on the page. Treat it as a portfolio and reference gallery, not a learning platform.

Who Is Fred Briolet and What Does He Do as a Creative Developer?

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.

What Kinds of Projects Has Fred Briolet Worked On?

Fred Briolet is a creative developer based in Paris whose portfolio spans brand commissions, immersive websites, virtual galleries, museum installations, WebXR/AR prototypes, and personal experiments in 3D, shaders, and generative visuals. His work sits at the intersection of web technology (JavaScript, WebGL, three.js, GLSL, Processing, Unity) and art direction — most pieces are interactive experiences rather than static sites. The categories below reflect what the site actually lists under work and experiments.

Brand and agency collaborations

These are professional projects, several produced with studios such as DOGSTUDIO/DEPT, HELLO MONDAY, LUSION, and MERCI-MICHEL.

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 patterns stand out. First, recurring formats: virtual galleries and exhibitions (Taking Shape, Play-doh emerging species) and immersive narrative websites (Cloud Castles, The Turn of the Screw). Second, a strong experimental-technology thread — WebXR and AR prototypes built on early Chrome features, and shader-driven visualisers in both 3D and VR.

Immersive websites, virtual galleries, and installations

The site's own framing places several projects across physical and digital space:

  • The Unknown Face — both a website and a museum installation, built around WW1 heroes.
  • The Turn of the Screw — a "spatialized opera," i.e. an exploration of sound and space rather than a conventional page.
  • Taking Shape and Play-doh emerging species — virtual exhibitions, one about 3D art, one about imagined creatures.
  • Biome — an interactive installation about virtual ecosystems, made with friends at Gobelins in 2019.

If you're evaluating him for a commission, this is the cluster that shows he can carry a concept from browser to gallery floor and back.

WebXR, AR, and emerging browser features

The Google WebXR experiments (LUSION, 2021) are explicitly described as AR prototypes using Chrome's newest features at the time. Cineshader (2020) extends the same curiosity into VR with a cinematic shader visualiser. This is the part of the portfolio to look at if your project depends on cutting-edge browser APIs rather than established ones — the trade-off being that early-feature work dates quickly and may not run on all devices today.

3D visualisation, shaders, and generative experiments

The experiments section is a long-running log (from 2014 onward) of prototypes and studies, mostly built with JavaScript, WebGL, Processing, and Unity. Representative entries:

  • Trails and Perlin noise (Processing) and Spirals in Perlin noise — recurring noise/flow-field studies.
  • Dispositions — an ambient whirlwind experiment in three.js.
  • Pixelmoshpit — a generative painting study made with Charlie for GROW in 2017.
  • Reaction diffusion algorithm with dithering and Sort of marble generator — both in Unity.
  • Audio visual generator — webaudio + canvas.
  • First steps with glsl on shadertoy — early shader work.
  • Brennistein — an audiovisual journey in three.js.
  • Cyberpunk render with Swimming Thing (three.js + GLSL) and Winter ride with metalheads dogs (three.js, for ChristmasXP).

The tools named — Processing, p5.js, three.js, GLSL, canvas-sketch, Unity — indicate a developer who moves between quick sketch environments and production-grade WebGL depending on the goal.

How to read the portfolio

  • For a brand or agency project: start with the work table above; the DOGSTUDIO/DEPT and LUSION credits are the closest signal of commercial delivery.
  • For an immersive or exhibition piece: look at The Unknown Face, The Turn of the Screw, and Biome.
  • For experimental or R&D work: the experiments list is the relevant section, and it's explicitly framed as school projects, prototypes, and creations since 2014 — expect studies, not finished products.
  • For current availability, rates, or collaboration terms: the site content doesn't state pricing or contact terms, so those would need to be confirmed directly rather than inferred from the portfolio.
What Sections and Content Can You Find on fredericbriolet.com?

fredericbriolet.com is the portfolio site of Fred Briolet, a creative developer based in Paris. The homepage opens with the line "Hello ✌️ I'm Fred, creative developer based in Paris," followed by three navigation headings: work, experiments, and about. The site is a straightforward portfolio: a curated selection of professional projects, a larger archive of personal experiments, and a short personal introduction. There is no pricing, login, or client-area content indicated on the page.

work — professional projects

The work section is described as "a selection of professional projects I worked on." Each entry follows a consistent pattern: a project title, a one-line description of the subject, the studio or client, and a year.

Project Description Collaborator / Client Year
Aurora 3D interactive components about autonomous trucks DOGSTUDIO/DEPT 2025
Adobe 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

The range here is useful if you want to see how the same developer handles very different briefs: interactive 3D product components, a virtual art gallery, an immersive game site, WebXR/AR prototypes, a VR shader tool, a spatialized opera, a museum installation, and a virtual exhibition. The years run from 2017 to 2025, so the section doubles as a rough timeline of professional work.

experiments — personal work, prototypes, and generative art

The experiments section is described as "school projects, prototypes and creations I worked on since 2014, mostly with Javascript, WebGL, Processing and Unity." It is much longer than the work section and reads as a running log of technical and visual studies rather than client deliverables.

Recurring themes and tools across the entries:

  • Perlin noise and trails — multiple Processing and p5.js pieces, including spirals, flow fields, and a "hole in a perlin noise flow."
  • three.js and GLSL — a cyberpunk render, shape fusion, gradient research, an audiovisual journey (Brennistein), and a Christmas piece.
  • Processing — stars, bold shapes, sharp-but-soft shapes, cloudy shimmer, colours falling, and a shimmering river.
  • Unity — a reaction-diffusion algorithm with dithering, a marble generator, and an audio-visual generator.
  • canvas-sketch — shape research appearing more than once.
  • Collaborations and installations — "Biome," an interactive installation about virtual ecosystems made with friends at Gobelins in 2019, and "QUO," a newspaper on ticket receipts made at Gobelins in 2018.

A few entries are explicitly framed as first steps or studies — for example, "First steps with glsl on shadertoy" and "Pixelmoshpit, a study about generative painting" made with Charlie for GROW in 2017. This section is the place to look if you care about technique, tooling, or generative/creative-coding output rather than finished commercial work.

about — background

The about section provides personal background information about Fred Briolet. The homepage heading itself gives the core fact — creative developer based in Paris — and the about page is where the fuller context lives. If you need his location, role, or general profile, that is the section to open.

How to use the site

  • Evaluating him for a project or collaboration: start with work, note the collaborators (DOGSTUDIO/DEPT, LUSION, MERCI-MICHEL, HELLO MONDAY) and the years, then check experiments for range and technical depth.
  • Looking for a specific technique or tool: scan experiments for the tool name — Processing, three.js, Unity, GLSL, p5.js, canvas-sketch — since entries are labeled by what they were made with.
  • Wanting a quick profile: the homepage heading plus about covers role and location.

One practical caveat: the page evidence shows project titles, descriptions, collaborators, and years, but not live links, pricing, or availability status. Treat the listings as a portfolio index rather than a services or booking page.

Website Overview

An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality. An active inbound-mail setup with incomplete authentication may leave the domain more open to impersonation. Provider hosting alone does not close that gap.

Domain and Registration

Registered in 2014, this domain has about 12 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

The observed email authentication setup is incomplete: DMARC is missing. Nameservers are provided by ovh.net, indicating managed DNS hosting. MX records point to the ovh.net email service. No CNAME was found; the observed records resolve directly to addresses. TXT records include verification markers for Google. Such markers may also remain after a service stops being used.

TLS and Certificates

The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The response lacks these common security headers: HSTS, X-Content-Type-Options, Referrer-Policy, Permissions-Policy, clickjacking protection. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. No obvious internal addresses or debug information were found in the headers. The Server header identifies Apache without an exact version. No explicit CDN or WAF marker was found in the response headers.

Technology Stack Analysis

The public page identifies Google Analytics, Apache without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. Twitter Card metadata is configured. The title has 12 characters, within a common display range. A meta description is present, with 33 characters. The observed directives allow indexing and link following.

Hosting and Email

DNSovh.net
HostingOVH SAS
Emailovh.net
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) France flagFrance Inferred 87.98.247.24

Registration details

RDAP / WHOIS

RegistrarOVH sas
Registered2014-01-08
Expires2027-01-08
Domain statusclient delete prohibited、client transfer prohibited
Nameserversdns107.ovh.net、ns107.ovh.net
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Afredericbriolet.com87.98.247.243600—
AAAAfredericbriolet.com2001:41d0:1:1b00:87:98:247:243600—
MXfredericbriolet.commx1.ovh.net36001
MXfredericbriolet.commx2.ovh.net36005
MXfredericbriolet.commxb.ovh.net3600100
NSfredericbriolet.comdns107.ovh.net3600—
NSfredericbriolet.comns107.ovh.net3600—
TXTfredericbriolet.comgoogle-site-verification=HRW2tQr94wod4kbzbHHpvxMhPaKeU4y-XkbinnOZsz0600—
TXTfredericbriolet.comv=spf1 include:mx.ovh.com ~all600—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectfredericbriolet.com
IssuerLet's Encrypt
Valid until2026-11-15T05:39 · Remaining when checked: 31 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html
serverApache
content-security-policyupgrade-insecure-requests

Identified technologies

Google AnalyticsApache

Pages, Search and Sharing

Meta descriptionFred Briolet - creative developer
Canonical URLNot detected
LanguageEnglish (default)
Twitter Cardsummary
all 0 allowed · 5 disallowed
  • Disallow/hr-diagnostic-soin/
  • Disallow/hr-force-c/
  • Disallow/old_site/
  • Disallow/old/
  • Disallow/archive/

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