Fabrice Tambrun is a creative director, producer and hands-on game engineer with nine years building games, tools and teams from Rouen, France. He combines game design, Unity training, project management and programming—having led teams as Director at ET Design and produced multiplatform titles at IsCool Entertainment. An active open-source contributor to the well-known Babylon.js ecosystem, he improved 3ds Max glTF exporters and UX for export workflows, showing fluency across rendering pipelines and tooling. He also teaches at Université Léonard de Vinci, bridging industry practice and academic instruction. Known for turning creative concepts into production-ready systems, he’s equally comfortable sketching game mechanics or shipping exporter features that help other developers.
9 years of coding experience
2 years of employment as a software developer
Chef de projet Multimédia, Multimédia (Internet, jeux vidéo, Production 3D...), Chef de projet Multimédia, Multimédia (Internet, jeux vidéo, Production 3D...) at IIM (La Défense)
Contributions:265 commits, 104 PRs, 30 pushes in 2 years 4 months
Contributions summary:Fabrice's commits primarily focused on enhancing the user interface for exporters within the Babylon.js ecosystem. They implemented features such as output format selection via combo boxes and improved warning messages related to texture issues. Additionally, the user contributed to the renaming of output formats and the addition of new functionalities such as enabling the "Export & Run" feature for glTF and glb output. The changes suggest a focus on refining the user experience and expanding the capabilities of the exporter tools for various file formats.
Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.
Role in this project:
Back-end Developer
Contributions:95 commits, 21 PRs, 61 comments in 3 years 1 month
Contributions summary:Fabrice primarily contributed to the 3ds Max exporter, focusing on the implementation of features for glTF export. This included adding a node class for Babylon entities and handling simple meshes and materials for the glTF format. Subsequent commits involved integrating node hierarchy and multi-material support, improving the coordinate system conversion, and addressing issues like handling dummy objects and instances within the exporter.
gameopen-gameenginebabylonjavascript
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