Björn Albihn
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Björn Albihn Email & Phone Number

XR, UI & UX, Programming, Technical Art at Really Interactive
Location: Stockholm County, Sweden 7 work roles 1 school
1 work email found @really-interactive.se LinkedIn matched
✓ Verified Jul 2026 4 data sources Profile completeness 100%

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Work email b****@really-interactive.se
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Current company
Role
XR, UI & UX, Programming, Technical Art
Location
Stockholm County, Sweden
Company size

Who is Björn Albihn? Overview

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Quick answer

Björn Albihn is listed as XR, UI & UX, Programming, Technical Art at Really Interactive, a with 4 employees, based in Stockholm County, Sweden. AeroLeads shows a work email signal at really-interactive.se and a matched LinkedIn profile for Björn Albihn.

Björn Albihn previously worked as Co-Founder at Really Interactive and Freelance (Character Art, Technical Art, UI programming) at Freelance. Björn Albihn holds Computer Graphics Design from Studium Göteborg.

Company email context

Email format at Really Interactive

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*@really-interactive.se
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Profile bio

About Björn Albihn

Currently part of Really Interactive. We make really interactive apps and solutions for a wide set of applications. We are mostly using Unity and preferably developing for VR and AR. Contact us for our services at www.really-interactive.se.I'm a technical artist and programmer, currently focusing in UI and UX for XR. I have a wide experience in many fields of art and code for games, highly flexible and fueled with a love for creating as good products as possible (in the shortest amount of time possible).We provide contract work, but please do not send inquiries about any full time recruitment to other studios or projects.

Listed skills include Texturing, Zbrush, Maya, Video Games, and 12 others.

Current workplace

Björn Albihn's current company

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Really Interactive
Really Interactive
XR, UI & UX, Programming, Technical Art
stockholm, stockholms lan, sweden
Employees
4
AeroLeads page
7 roles

Björn Albihn work experience

A career timeline built from the work history available for this profile.

Co-Founder

Current

Technical art, UI/UX, general Unity Development of apps for VR/AR/Mobile/Desktop.

Jan 2017 - Present

Freelance (Character Art, Technical Art, Ui Programming)

Current
Freelance

* UI programming* Creating 3D objects of any type, focus on characters.* Technical art and setup

Feb 2011 - Present

Neuron

Stockholm

Celestial Architecht, Airship Engineer, Visual Magic and Pyrotechnics, Trainer of Skycaptains, Installation and Maintainance of virtual empires.

Apr 2012 - Dec 2017

Teacher/Mentor

Stockholm, Sweden

Holding courses in Zbrush on Character and Environment Art, as well as being an aid for students specializing as Character Artists.

Aug 2011 - Apr 2015

3D Artist

Contracted to create and update art for Entropia Universe.

Nov 2010 - Feb 2011

Lead 3D Artist

Lead artist for a group of six 3D artists in Shanghai-based Gameloft studio Redsteam. Responsible for leading the group and planning. Also creating 3D concept art, trailer assets, ingame assets as well as polishing existing assets for Gameloft productions and pre-productions worldwide.Finally also responsible for education and training of the studio artists as well as artists in other studios through workshops and online course material.

Nov 2009 - Aug 2010

Lead Character Artist

My career at GRIN started as a regular 3D artist working with props and environmental art, thereafter I progressed to do technical art and finally characters which is my favorite subject. This width in different fields and my high flexibility in my work have given me many assignments that have crossed the borders of my positions. I have often been the person to go to with tasks that needed to be handled quickly and still retaining a high quality.During my first three years at GRIN, I was the only one at the company with a solid Maxscript experience which proved to be an enormous asset since we had a MAX-based pipeline. Therefore I've also been the person to go to when tools for artists needed to be constructed.I have continually developed tools for work flow enhancement, optimization of content as well as tools for solving difficult tasks in all art departments at GRIN enabling our artists to be more efficient and deliver better content.I also got promoted to Lead Character Artist in June 2007 and have since then also performed several management tasks for my group such as production planning as well as education for new character artists.

Jun 2005 - Aug 2009
Team & coworkers

Colleagues at Really Interactive

Other employees you can reach at really-interactive.se. View company contacts for 4 employees →

1 education record

Björn Albihn education

  • Studium Göteborg
    Studium Göteborg
    Computer Graphics Design
FAQ

Frequently asked questions about Björn Albihn

Quick answers generated from the profile data available on this page.

What company does Björn Albihn work for?

Björn Albihn works for Really Interactive.

What is Björn Albihn's role at Really Interactive?

Björn Albihn is listed as XR, UI & UX, Programming, Technical Art at Really Interactive.

What is Björn Albihn's email address?

AeroLeads has found 1 work email signal at @really-interactive.se for Björn Albihn at Really Interactive.

Where is Björn Albihn based?

Björn Albihn is based in Stockholm County, Sweden while working with Really Interactive.

What companies has Björn Albihn worked for?

Björn Albihn has worked for Really Interactive, Freelance, That Brain, Futuregames, and Mindark Pe Ab.

Who are Björn Albihn's colleagues at Really Interactive?

Björn Albihn's colleagues at Really Interactive include Kataline Camus, Mikaela Marti, Jack Ahlberg, João Guerra, and Emelie Tordelöv.

How can I contact Björn Albihn?

You can use AeroLeads to view verified contact signals for Björn Albihn at Really Interactive, including work email, phone, and LinkedIn data when available.

What schools did Björn Albihn attend?

Björn Albihn holds Computer Graphics Design from Studium Göteborg.

What skills is Björn Albihn known for?

Björn Albihn is listed with skills including Texturing, Zbrush, Maya, Video Games, 3D Studio Max, Environment Art, Photoshop, and 3D Modeling.

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