Bruno Simon's portfolio is the future I want to build for myself. I work across game design,
interaction design, and AI-assisted creation — and I want a portfolio that doesn't just show
my work, but lets people play it. This site does exactly that: a full 3D world in Three.js
where visitors drive a small car to explore his projects. It won
Awwwards Site of the Year (2019)
and is a benchmark for what a portfolio can be when it stops looking like every other website. I'm not here to copy his 3D — I'm here to learn his spirit, then build my own world (see my vision →).
bruno-simon.com — the drivable 3D world (entry scene, before "Click to Start")
01 / Style Guide
Style Guide
Intent
To sell Bruno's skills as a creative developer — not by listing them, but by demonstrating
them. The site itself is the proof of work. One statement: "I can build worlds. Hire me."
Voice
Playful — "And don't break anything!"
Confident — it lets the work speak without over-explaining
Inviting — it hands you the controls and trusts you to explore
Expert — beneath the playfulness is obvious technical mastery
Tone
Landing / the world: playful, curious, a little mischievous — like a game tutorial.
About / project panels: calm, professional, precise — it shifts from "game" to "CV" without breaking immersion.
Brand
Youthful, technical, and distinctly craft. The brand is "creative developer," not "designer" —
independent, experimental, technically fearless. The consistency is total: every pixel, from the
low-poly terrain to the UI type, belongs to the same world.
02 / Three Personas
Three Personas
Maya, 34
Creative Director at a digital studio
Maya runs a studio that wins immersive-web campaigns. She needs a freelance creative developer for a client brief.
Why she's drawn in: She was forwarded the link
and immediately reads the technical bar — physics, shadows, a full 3D world in the browser. She doesn't need to read a CV; the site is his CV.
What the site tells her: In two minutes she's driven past his skills, projects, and contact info. She learns he teaches Three.js at
Three.js Journey, leads development at Immersive Garden, and freelances.
What she can do with it: Gauge his ability, scope his rate, and reach out with a concrete brief — confident he can ship.
Will she return? Yes. She bookmarks it to show her team and comes back whenever she needs "that drivable portfolio" as a creative benchmark.
Leo, 26
Front-end developer learning WebGL
Leo builds static UI for a living and wants to move into real-time 3D. He found the site through
Awwwards and the Three.js community.
Why he's drawn in: He cares less about the projects than about how it's built. The site is a masterclass.
What the site tells him: It points him to Bruno's teaching work,
showing a clear path to learn the exact techniques used.
What he can do with it: Inspect it, read the case studies, and enroll in the course. The portfolio becomes a funnel into Bruno's second business — education.
Will he return? Repeatedly — first as a student, later as a peer referencing techniques.
Sofia, 21
Design student (like me)
Sofia is an Integrated Design student building her first portfolio, bored by the identical grid of portfolio templates.
Why she's drawn in: It reframes what a portfolio is. She realizes a portfolio can be an experience, not a folder of images.
What the site tells her: That differentiation is the whole point — the site stands out because it's built, not assembled.
What she can do with it: She takes it as inspiration (and a warning: don't copy the car, copy the reasoning). She learns to ask "what experience represents my work?" instead of "which template looks nice?"
Will she return? She'll return for reference and inspiration — and eventually as a peer.
03 / Wireframe
Wireframe
The site has no traditional "pages" — it's one continuous 3D space. Information architecture:
Entry / loader: site name + a "drive to explore" prompt.
The world (home): a bounded 3D terrain. Navigation is spatial — you drive from area to area.
Waypoints / markers: floating labels in 3D (About, Skills, Projects, Contact) act as the menu. Reaching a marker opens an info panel.
Info panels: HTML/CSS overlays on top of the 3D scene — these are the "pages." Each is a card with text, images, and links.
HUD / controls: on-screen hint for WASD/arrow keys + a subtle settings toggle.
"My name is Bruno Simon, and I'm a creative developer (mostly for the web)."
Subhead / pitch
"This is my portfolio."
Call-to-action
"Please drive around to learn more about me and discover the many secrets of this world."
Microcopy / voice flourish
"And don't break anything!"
Role tags
Creative developer · Lead developer at Immersive Garden · Teacher at HETIC · Freelancer · WebGL lover
Section label
About
Section label
Skills
Section label
Projects
Section label
Contact
05 / Competition
Competition
Compared to a typical portfolio (Squarespace/WordPress template, or a standard image-grid designer site):
Voice/tone: competitors are usually neutral and professional; Bruno's is playful and confident. Most sites tell you what they do; this one lets you do it.
Brand: competitors read as "templates wearing someone's name"; Bruno's reads as authored — every detail deliberate.
Style/design: competitors rely on grids, hero images, and scroll; Bruno replaces scrolling with navigation through space — the interaction model is the design.
What competitors have that this lacks: fast load times, instant access to info, accessibility, SEO. A 3D site is heavier, slower, less accessible — a real trade-off.
What I can learn: differentiation is powerful but costly (performance, accessibility). The best portfolio might borrow Bruno's spirit — an experience that proves your skill — while keeping some of a conventional site's usability. That's the lesson I'll apply to my own work.
06 / My Portfolio Vision
My Portfolio Vision: A Three Kingdoms HD-2D World
Bruno's site taught me the core lesson: a portfolio should be an experience you can play, not a folder of images you scroll. But instead of copying his low-poly 3D world, I want to build my own version in a style that is unmistakably mine — an HD-2D Three Kingdoms world, inspired by Wandering Sword (逸剑风云录), the pixel-art martial-arts RPG that blends 16-bit pixel characters with 3D-rendered scenes, lighting, and depth of field.
The concept: visitors walk a pixel map of the Three Kingdoms. My projects are cities scattered across four territories, color-coded by faction — Shu (red), Wei (blue), Wu (green), and the unaffiliated warlords (grey). Entering a city opens a project, presented as a scroll or a pixel dialogue panel.
It carries my cultural identity — the Three Kingdoms is a story I grew up with — into the work itself.
HD-2D keeps the pixel nostalgia while adding spatial depth, a "2D that feels 3D" that reads as crafted, not templated.
It's lighter and faster than a full 3D world like Bruno's, so it keeps more of a conventional site's usability.
Each faction gives the portfolio a built-in narrative and organization — my game design, AI creation, and design work mapped onto a world instead of a menu.
This is the portfolio I want to build: where differentiation isn't a gimmick, but a world only I could make.