Brik (brik.space) — Wix’s AI platform for building interactive design tools

Describe a motion or 3D idea and Brik builds a reusable design tool with custom controls — export video, transparent video, or embed code.

  • Interactive Design Tools
  • AI Motion Design
  • Kinetic Typography
  • 3D Visuals
  • No-Code Creative Coding
Publisher
Wix
Type
Interactive Motion & 3D Tools
Pricing
Freemium
Reviewed
19 September 2026
Official site

Quick verdict

Use when

  • The same visual has to run across many formats or placements
  • You want a reusable instrument, not one finished file
  • You need motion or 3D visuals without writing shaders or rigs
  • You are handing a team or client a control panel, not a frozen export

Skip when

  • You need one hyper-specific shot and no variation at all
  • You want a layered project file you can reopen and revise by hand
  • You need a native runtime that ships inside an app or game build
  • The look depends on hand-modelled detail a generator will not guess

Try instead

Same job, authored by hand instead of described — a single motion asset, a rendered 3D animation, or a library of animated components.

Brik vs Spline vs Rive

Brik answers a question the other two do not: what if the animation were a tool instead of a file. Spline and Rive both expect you to author the scene — Spline in a real-time 3D editor, Rive through timelines and state machines — and both reward the craft you put in. Brik starts from a written prompt, hands back a working instrument with its own controls, and lets the precision arrive afterwards. The trade is editable depth: you get a reusable tool rather than a scene graph or a runtime file, so the choice turns on whether you would rather describe the behaviour or build it.

Tap a dimension to focus

Pricing

Roughly even
  • BrikThis page
    • Free tier with a monthly AI-credit allowance, capped per day
    • Two paid tiers scale by monthly credits, with a yearly discount
    • Video render, embedding, and removing Brik branding need a paid tier
    • Free to create and collaborate on 3D scenes in the browser
    • Paid tiers are billed per seat, monthly or yearly
    • Monthly credit allowances grow with the tier you buy
    • Free to build in the editor; shipping files needs a paid seat
    • Paid tiers are per seat, each with a cap on how many seats it allows
    • Higher tiers add shared libraries and wider team collaboration
  1. Brik — official tool (brik.space)
  2. Brik — plan tiers and AI-credit structure
  3. Brik — About page, published by Wix
  4. Brik docs — “When to use Brik (and when not to)”
  5. Brik — the community tool gallery
  6. Wix — the privacy policy Brik links to
  7. Spline — plan tiers and credits
  8. Rive — plan tiers and the build-versus-ship split

Preview of Brik - not the live app. Confirm details on the official site.

Does this overview help you decide?

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Learn more

Details below the decision summary—features, workflow, and scope notes.

What is Brik?

Describe a motion or 3D idea and Brik builds a reusable design tool with custom controls — export video, transparent video, or embed code.

What it costs

A real free tier you can build on, and a paid step for the things that leave the platform.
Free tier
Yes
Pricing summary
Brik is freemium, and the split is unusually legible: the free tier lets you build real tools and explore the whole workflow with a monthly allowance of AI credits, capped per day, and no card required to start. Two paid tiers raise that monthly credit allowance and, more importantly, unlock the things that turn a tool into a deliverable — rendering to video, embedding designs anywhere, and removing Brik’s own branding. So the honest framing is that building is free and shipping at full quality is not. Credits are the unit of work: every AI action spends them, the amount is calculated after the action based on its complexity, they reset monthly, and they do not roll over — which means an unused month is genuinely unused. Tiers are billed monthly with a yearly option that discounts the annual rate, and you can cancel at any time. Because credit pricing and allowances are exactly the kind of thing that changes without notice, confirm the live numbers on Brik’s own pricing page rather than trusting any figure quoted second-hand.

Reviewed on 19 September 2026 · Brik — official pricing and plan tiers

What Brik does

Capabilities taken from the running product and Brik’s own documentation.
  • A prompt becomes a working tool, not a single asset

    You describe the behaviour, feel, and logic in plain language and an agent returns a functioning tool with parameters attached. The distinction matters more than it sounds: the output is not one image you then have to re-make, it is a small instrument you can run again against different content. The same platform offers the shorter path too — take a tool from the gallery, move its controls, and export a one-off asset without ever building anything.

  • Controllers that decide what is adjustable

    Rather than a fixed export dialog, Brik exposes a controller system: you choose which values are exposed, set the range each one can move within, and hand over an interface that keeps a collaborator inside the bounds you set. That is the layer that turns a tool into something a non-designer can safely use, and it reframes the handoff — instead of delivering a finished file and fielding revision requests, you deliver the machine that makes the file.

  • A gallery built to be remixed

    The gallery and showroom are not a portfolio to admire but a starting point to fork. Community tools carry their authors and view counts, and any of them can be opened, adjusted, and remixed into something of your own — so the fastest route to a working tool is usually someone else’s, changed until it is yours.

  • Motion, kinetic type, and 3D under one roof

    The catalogue runs across animated galleries, kinetic typography, scroll-driven effects, 3D scenes, shader-based logo systems, particle and procedural-grid experiments, ASCII and masking tools, and image effects. The common thread is real-time interactive motion rather than static composition, which is why the same tool can feed a website hero, a social placement, and a deck without being rebuilt three times.

  • Exports meant to leave the platform

    Finished work comes out as high-resolution stills with control over format, as standard video, as transparent video for compositing over other footage, and as embed code or HTML that drops straight into a site or product. Transparent video and embedding are the two that matter most in practice — one is what a compositor needs, the other is what a web team needs — and both sit on the paid tiers.

  • No code, no timeline, no shader work

    Brik’s claim is that the creative coding lives under the hood rather than in your workflow: you work with prompts and visual controls while the agent handles the technical layer. There is no timeline to learn and no rig to build, and the result is that a designer who has never touched GLSL can produce something that reads as though they have.

How people use Brik

The two entry points, and the loop that connects them.
  1. Pick your entry point

    There are two ways in, and choosing correctly saves the most time. If you have a deadline and just need an asset, start from an existing tool in the gallery. If you are establishing a motion language you will use repeatedly, build or remix a tool of your own instead — the first path is a shortcut, the second is an investment.

  2. Describe the behaviour in your own words

    Write what it should look and feel like, how it should move, and what logic governs it. Ordinary language is the intended input here; there is no prompt syntax to learn and no node graph to assemble. What you are specifying is the behaviour rather than the picture, which is why the output generalises to content you have not supplied yet.

  3. Dial it in with the controls

    The generated tool arrives parameterized. Sliders, toggles, and inputs move it from a rough approximation toward the thing in your head — spacing, speed, shape, colour, mapping — and the preview is real-time, so refinement is a matter of moving controls rather than re-running prompts.

  4. Scope it before you hand it over

    Set which controls stay exposed and how far each can travel. This is the step that makes the tool reusable by someone else: a colleague or client can generate their own on-brand variants inside limits you defined, without being able to break the look or wander outside the brief.

  5. Export, embed, or share

    Render a still at the resolution you need, export video or transparent video for compositing, or take the embed code and HTML straight into a site or product. On the paid tiers you can also strip Brik’s own branding. And because the tool itself persists, the next variant starts from the same instrument rather than from a blank canvas.

Who Brik is for

The people whose repeating work it removes.
  • Motion designers who have outgrown one-off files

    Brik’s About page names this audience directly: motion designers, interaction designers, and creative leads who already think in systems rather than timelines. If you have ever rebuilt the same animation for a fifth aspect ratio, the pitch lands — the tool becomes the deliverable and the variants become cheap.

  • Brand designers building a living identity

    Dynamic logo systems are one of the platform’s strongest use cases, and the reason is structural: a mark that reacts, dissolves, or assembles from particles needs behaviour, not a fixed frame. Defining that behaviour once as a tool means every future touchpoint draws from the same system instead of approximating it by hand.

  • Teams producing ad and social variants at volume

    When the brief is one idea across many placements, sizes, and variations, the cost sits almost entirely in the repetition. A Brik tool turns that repetition into parameter changes — and the controller system means the people producing the variants do not need to be the people who designed the look.

  • Agencies handing over a client toolkit

    The custom-controller layer exists for exactly this handoff. A scoped toolkit lets a client keep generating on-brand assets after the engagement ends, which changes what an agency can sell — a system the client operates, rather than a deliverable they have to come back for every time it needs changing.

When Brik is the right pick

Brik is worth your time when the thing you need to produce is not one asset but a way of producing assets. That is a narrower opening than most AI design tools claim, and it is what makes it genuinely different: describe a behaviour once, get back an instrument with its own controls, and every future variant becomes an adjustment rather than a rebuild. For brand and motion teams shipping the same idea across placements, ratios, and campaigns, that turns a repeating chore into a one-time setup, and the client-toolkit angle — handing over a scoped interface instead of a frozen file — is the part agencies will find hardest to get anywhere else. It is the wrong pick when you want the exact frame. Brik generates the system, not the shot, and its own documentation says plainly that a one-off, hyper-specific image is still faster in a traditional timeline tool. It is also the wrong pick if you need a native runtime inside an app or game, or a layered source file you can hand to another designer to open and revise — neither is something Brik outputs. Judge it on the repeat work rather than the single deliverable, and the value is obvious; judge it on one polished hero image and it will look like a detour.

Platform and licensing notes

What Brik technically is, and what it deliberately is not.
A cloud platform on a Wix account, built by Wix
Brik is published by Wix — the footer reads “Brik by Wix.com” — and it runs entirely in the browser against their servers. You sign in with Google, Facebook, Apple, or an email and password combination, and your tools, uploads, and history live in that account workspace. Nothing is processed locally, and there is no offline mode.
Credits are the unit of work, and they expire
Every AI action spends credits, with the exact cost calculated after the fact from the action’s complexity and the tool involved. Allowances reset monthly and do not roll over. That makes the free tier a genuine allowance rather than an unlimited trial, and it means heavy exploratory prompting has a real cost even before you pay anything.
The output is a web artefact, not a runtime SDK
Exports cover still images, standard video, transparent video, embed code, and HTML. What Brik does not produce is a native runtime file you can drop into a game engine or a mobile build — the delivery mechanism is the web. If your destination is Unity, Unreal, or a shipped iOS app, this is the wrong pipeline regardless of how the visuals look.
You keep a tool, not a layered project file
This is the most consequential structural fact about the platform. There is no equivalent of a layered source file that another designer can open and revise offline, and no hand-editable scene. What persists is the parameterized tool inside Brik, which is reusable and remixable but not portable in the way a native project file is.
Sharing is the default posture, not a feature
The gallery, showroom, collections, and remixing exist because Brik is designed around shared reusable tools — the About page calls it a shared community of tools, and community-powered is listed as a product highlight. Treat anything you build there as collaborative by disposition, and check your own workspace settings before uploading client material.
What it is not
Not an AI image generator producing one-off pictures, and not a 3D modelling suite. There is no polygon modelling, no rigging, and no sculpting, and by its own documentation Brik is a poor fit for single hyper-specific shots needing no variation. It is a tool-builder wired to a motion, type, and 3D runtime, with a gallery of other people’s tools attached.

Frequently Asked Questions

Quick answers about this tool—open a question to read more.