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Building human centered tools of the future. At Inhuman we are creating experiences that enhance lives, foster connection, and empower personal growth.
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Founder + CeoInhuman Apr 2023 - PresentAustin, Texas, Us -
Technical ArtistMeta Jul 2017 - Jun 2023Menlo Park, Ca, Us -
Creative DirectorUgo3D May 2016 - Jul 2017
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Lead Technical ArtistPocket Gems Sep 2015 - Jul 2017San Francisco, California, Us -
Technical ArtistAvalanche Studios Aug 2013 - Sep 2015Stockholm, Se• Worked on Just Cause 3! • Creating and updating various shaders including vehicles, skin, cloth, environment, and others • Building several pipeline tools in Python with Pyside including a material editing tool • Setup Maya workflow for outsource artists with cgfx shaders, the material tool, and documentation -
Technical ArtistEa | Visceral Games Montreal Dec 2009 - Aug 2011Redwood City, Ca, Us• Worked on Army of Two: The Devil's Cartel and an unannounced third person action title• Created many shaders for the games including skin, water, flow, blood, weapon, parallax fog, parallax window, post effects, and more using shader graphs and HLSL• Created many water, puddle, and rain shaders as well as a flow map tool in C#. The tool allows you to paint flow maps for use with the flowing water/blood shaders and character shaders with dripping water• Created several enemy death effect shaders including burning up, tearing apart, and bubbling explosion• Experience with Frostbite engine • Provided technical art support for the team -
Fx ArtistEa | Pandemic Studios May 2008 - Nov 2009Los Angeles, Ca, Us• Worked on The Saboteur as the sole FX Artist• Created many different effects for gameplay and cinematics including, fire, sparks, muzzle flashes, explosions, splashes, ricochets, blood, smoke, clouds, and more.• Created many shaders in Render Monkey that were to be implemented in the next game• Worked with engineers to help improve the fx system• Built a tool for the Xbox 360 in C# that allows you view all of the games on the devkit and run them. It also showed all the different levels for each build of The Saboteur so I could easily launch them. -
Technical ArtistBackbone Entertainment Mar 2006 - Oct 2007Emeryville, Ca, Us• Worked on Sonic Rivals[PSP] and Monster Lab[Wii, DS]• Created environments and props [Models, Textures, Shaders(Wii), and FX]• Created vertex lighting tools and pipeline and lit many levels and props• Built many different tools in Maya including an artists tool, export tool, fx tool, and a script debugger• Provided technical art support for the team -
ArtistLiquid Development Feb 2005 - Jan 2006Us• Worked on Jaws Unleashed, Karaoke Revolutions Party, Heavy Hammer, Imperator, and more• Created lowpoly characters and props [Models, Textures, and Rigs] -
ArtistX-Src Corporation Jan 2004 - Dec 2004• Worked on Endless ages and a cancelled project• Created low-poly characters, props, and environments [Concepting, Modeling, Texturing, Rigging, and Animating]
Erik Larsson Skills
Erik Larsson Education Details
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Center For Digital Imaging And Sound3D Character Animation
Frequently Asked Questions about Erik Larsson
What company does Erik Larsson work for?
Erik Larsson works for Inhuman
What is Erik Larsson's role at the current company?
Erik Larsson's current role is CEO at Inhuman.
What is Erik Larsson's email address?
Erik Larsson's email address is ec****@****ail.com
What is Erik Larsson's direct phone number?
Erik Larsson's direct phone number is +164689*****
What schools did Erik Larsson attend?
Erik Larsson attended Center For Digital Imaging And Sound.
What skills is Erik Larsson known for?
Erik Larsson has skills like Video Games, Texturing, Maya, Animation, Game Development, Computer Games, Shaders, Game Design, Console, Special Effects, C#, Unity3d.
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