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, and blockout Osseus from start to finish.
Collaborated with the environment art team to get as much visual variation as possible from the new theme.
Combat scripting and composition.
Provided feedback to other designers.
Doom The Dark Ages
Level Designer
Level layout for Village Of Khalim, Layout and combat for Barrier Core Temple of Lomarith and Belly of the beast, and combat for Resurrection.
Designed, built, and maintained several gameplay elements used throughout 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 important aspects of the layout.
Researched and tested new art pipelines.
Skills
Adaptive / Flexible
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Problem Solving
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Quick Learner
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Interpersonal Communication
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Teamplayer
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Self Motivated / Self Starter
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Detail Oriented
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Adaptive / Flexible | Problem Solving | Quick Learner | Interpersonal Communication | Teamplayer | 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