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

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