Hey, I’m Aaron Langston
Level Designer with a background in environment art, experienced in taking levels from concept to completion. Cross-disciplinary collaborator focused on delivering cohesive player experiences, solving design challenges, and building engaging gameplay within technical and production constraints.
EXPERIENCE
id Software
Dec. 2018 - July 2026
Doom The Dark Ages: Revelations
Senior Level Designer
Design, Pitch, blockout, and script one of the six levels from start to finish.
Combat encounter scripting and design.
Collaborated with the environment art team to maximize variation in visuals.
Worked closely with gameplay and AI designers as well as engineers on needs across the game.
Provided feedback to other level designers for layout and combat composition.
Doom The Dark Ages
Level Designer
Design and blockout 4 of 22 levels.
Combat encounter design and scripting 4 of 22 levels.
Designed, built, and maintained most gameplay prefabs used throughout the game.
Worked closely with gameplay and AI designers as well as engineers on needs across the game.
Provided feedback to other level designers for layout and combat composition.
Doom Eternal
Environment Artist
Took level blockouts up to shipping art quality using a combination of pre-existing art kits and the creation of new assets.
Worked with level designers to maintain the important aspects of the layout.
Researched and tested new art pipelines.
Skills
Scripting (blueprints, logic designer)
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3D Modeling (Blender, Modo)
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Unreal
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IdTech
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Adaptive / Flexible
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Problem Solving
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Quick Learner
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Self Motivated / Self Starter
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Detail Oriented
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Scripting (blueprints, logic designer) | 3D Modeling (Blender, Modo) | Unreal | IdTech | Adaptive / Flexible | Problem Solving | Quick Learner | Self Motivated / Self Starter | Detail Oriented |
Who i am
I've always been passionate about games, enjoying everything from small indie brain teasers to fast-paced, reflex-demanding action games. I even maintain a personal Notion database of the games I play, complete with rankings and gameplay notes. Before joining the industry, I spent my free time tinkering in Unreal Engine, using Blueprints to build gameplay mechanics. I began my career as an Environment Artist before making the move into Level Design, where I found the perfect balance of creativity and problem-solving. I love combining visual storytelling with thoughtful gameplay, creating spaces that are both engaging to explore and purposeful in how they guide the player.
Tunic
Return of the Obra Dinn
Outerwilds
Lies of P