Erik Larsson
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Erik Larsson Email & Phone Number

CEO at Inhuman at Inhuman
Location: Austin, Texas, United States 10 work roles 1 school
1 work email found @inhumanize.com 2 phones found area 646 LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 2 phones

Work email e****@inhumanize.com
Direct phone (646) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
CEO at Inhuman
Location
Austin, Texas, United States

Who is Erik Larsson? Overview

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Quick answer

Erik Larsson is listed as CEO at Inhuman at Inhuman, based in Austin, Texas, United States. AeroLeads shows a work email signal at inhumanize.com, phone signal with area code 646, and a matched LinkedIn profile for Erik Larsson.

Erik Larsson previously worked as Founder + CEO at Inhuman and Technical Artist at Meta. Erik Larsson holds 3D Character Animation from Center For Digital Imaging And Sound.

Company email context

Email format at Inhuman

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{first}.{last}@inhumanize.com
86% confidence

AeroLeads found 1 current-domain work email signal for Erik Larsson. Compare company email patterns before reaching out.

Profile bio

About Erik Larsson

Building human centered tools of the future. At Inhuman we are creating experiences that enhance lives, foster connection, and empower personal growth.

Listed skills include Video Games, Texturing, Maya, Animation, and 20 others.

Current workplace

Erik Larsson's current company

Company context helps verify the profile and gives searchers a useful next step.

Inhuman
Inhuman
CEO at Inhuman
AeroLeads page
10 roles

Erik Larsson work experience

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

Founder + Ceo

Current

Austin, Texas, Us

Apr 2023 - Present

Technical Artist

Menlo Park, Ca, Us

Jul 2017 - Jun 2023

Creative Director

Ugo3D
May 2016 - Jul 2017

Lead Technical Artist

San Francisco, California, Us

Sep 2015 - Jul 2017

Technical Artist

Stockholm, 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

Aug 2013 - Sep 2015

Technical Artist

Redwood 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

Dec 2009 - Aug 2011

Fx Artist

Los 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.

May 2008 - Nov 2009

Technical Artist

Emeryville, 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

Mar 2006 - Oct 2007

Artist

Us

• Worked on Jaws Unleashed, Karaoke Revolutions Party, Heavy Hammer, Imperator, and more• Created lowpoly characters and props [Models, Textures, and Rigs]

Feb 2005 - Jan 2006

Artist

X-Src Corporation

• Worked on Endless ages and a cancelled project• Created low-poly characters, props, and environments [Concepting, Modeling, Texturing, Rigging, and Animating]

Jan 2004 - Dec 2004
1 education record

Erik Larsson education

  • Center For Digital Imaging And Sound
    Center For Digital Imaging And Sound
    3D Character Animation
FAQ

Frequently asked questions about Erik Larsson

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

What company does Erik Larsson work for?

Erik Larsson works for Inhuman.

What is Erik Larsson's role at Inhuman?

Erik Larsson is listed as CEO at Inhuman at Inhuman.

What is Erik Larsson's email address?

AeroLeads has found 1 work email signal at @inhumanize.com for Erik Larsson at Inhuman.

What is Erik Larsson's phone number?

AeroLeads has found 2 phone signal(s) with area code 646 for Erik Larsson at Inhuman.

Where is Erik Larsson based?

Erik Larsson is based in Austin, Texas, United States while working with Inhuman.

What companies has Erik Larsson worked for?

Erik Larsson has worked for Inhuman, Meta, Ugo3D, Pocket Gems, and Avalanche Studios.

How can I contact Erik Larsson?

You can use AeroLeads to view verified contact signals for Erik Larsson at Inhuman, including work email, phone, and LinkedIn data when available.

What schools did Erik Larsson attend?

Erik Larsson holds 3D Character Animation from Center For Digital Imaging And Sound.

What skills is Erik Larsson known for?

Erik Larsson is listed with skills including Video Games, Texturing, Maya, Animation, Game Development, Computer Games, Shaders, and Game Design.

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