Keagon King

Gameplay & AI Programmer

My Work | Resume | Gallery | Game Jams | Blog

AI Warehouse

Reinforcement Learning Training Environments | Tech Art | Video Production | Tools & Systems.

February 2025 – November 2025

AI WAREHOUSE Unity

AI Learns To Race Hurdles

My fourth and final released project as a part of the AIW team.

This was the fourth and final released project for AIWarehouse that I worked on. While the majority of the work was done between Soccer and Red Light Green Light, it was released last. It was another project where a lot of creative freedom and design decisions were delegated to me, and it was the first project where I was entirely responsible for gathering of all footage.

Unfortunately, this ended up being the last video created for AIWarehouse. While other projects were in various stages of development, the company ultimately wasn’t profitable enough to continue and was shut down following the release of this video.

I really enjoyed my time at AIWarehouse, and I learned a lot about working in a game development team. It gave me a strong foundation working around reinforcement learning workflows and production constraints.

Contributions

  • Built AI training environments.
  • Animated sponsor segment & intro.
  • Implemented win scenario and end sequence.
  • Built a custom camera system to record multiple angles with smooth dolly movement.
  • Created a hurdle-height randomizer tool to improve training variety.
  • Implemented sound effects for agent actions and environmental triggers.
  • Adapted camera follow logic for non-camera objects to smoothly follow the lead agent.
  • Worked alongside AI developers, lead developer, and producers to keep scope on track.
  • Recorded and iterated on gameplay footage multiple times to capture the most interesting behaviors.
AI WAREHOUSE Unity

AI Learns To Sumo Wrestle

My third released project as as a part of the AIW team.

The third released project for AIWarehouse that I contributed to. This project was more complex than the previous one, expanding on the new elements introduced earlier and adding additional responsibilities for me. It was the first project where I had meaningful ownership over aesthetic direction and several major design decisions.

Contributions

  • Built AI training environments.
  • Animated narrative sections & sponsor segment.
  • Implemented a random spawning system to vary initial agent states for training.
  • Built agent bodies.
  • Created small tools (smooth floor shrinking, agent kill floor, fatigue color visualization, etc.).
  • Implemented win scenarios for both the training section and final showdown.
  • Recorded all footage for the final showdown.
  • Worked alongside AI developers, lead developer, and producers to keep the project on track.
AI WAREHOUSE Unity

AI Learns Red Light Green Light

My second released project as as a part of the AIW team.

The second project for AIWarehouse that I worked on that was released to the public. This project was more complex than the first, incorporating narrative elements, animations, and more complex game mechanics.

Contributions

  • Built AI training environments.
  • Animated narrative sections & sponsor segment.
  • Implemented a room-end sequencer system for cleaner, customizable game end sequences.
  • Implemented sound effects for agent actions and environmental triggers.
  • Worked alongside AI developers, lead developer, and producers to keep the project on track.
AI WAREHOUSE Unity

AI Learns To Play Soccer

My first project as as a part of the AIW team.

The first project for AIWarehouse that I worked on that was released to the public. I learned a lot about working in a team environment across disciplines, and gained a lot of passive knowledge about reinforcement learning workflows and AI systems.

Contributions

  • Built environments.
  • Built a reward tracker UI to display current learning reward for each agent (from the agent blackboard).
  • Coded win scenarios / game-end implementations for each room.
  • Animated sponsor section.
  • Implemented sound effects for agent actions and environmental triggers.
  • Implemented hurt animations for agents when colliding with walls or being hit by the ball.
Soulslike Scene
AI WAREHOUSE Unity

Unreleased Projects

Work completed on cancelled projects as a part of the AIW team.

Below is a general list of contributions I made to various cancelled and unreleased projects at AIWarehouse.

Contributions

  • Built AI training environments for 3 unreleased videos.
  • Built AI Agent Bodies for 2 unreleased videos.
  • Built UI Graph System To Chart AI Agent Performance Over Time (Reward Graph).
  • Fix most materials, lighting, recreate shaders, and more to ensure clean visual transition from Old Built-In Render Pipeline to New Universal Render Pipeline
  • Reworked intro system to facilitate support of various Agent body types.
  • Created and Implemented UI for AI Warehouse Agent Simulator

Visual Gallery

Small snapshots of systems, UI, and visual work across various projects.

Soulslike Scene
GAME PROTOTYPE UNITY

Soulslike Prototype

Third-person movement, combat, and mounting systems prototyped in Unity.

This prototype explores responsive third-person controls, lock-on targeting, and mounted traversal in a Soulslike-inspired setup. The work focused on animation-driven movement, state handling, and camera behavior that keeps combat readable and satisfying.
Pirate Game Menu
GAME PROTOTYPE Unity

Pirate Game Menu

Main menu for a shelved Vampire Survivors-style project.

Main menu built for a now-shelved Vampire Survivors-inspired project. I handled the shader work, parallax layers, subtle camera motion, and UI animation to make the menu feel alive and match the high-energy arcade tone of the game.
Detective Scene
GAME JAM UNITY

Detective Scene

A cozy detective vignette exploring mood, lighting, and UI for a jam entry.

Game jam entry for Curse of the Thinky Jam. I focused on building a strong sense of place with layered lighting, character posing, and UI framing that supports slow, thoughtful play. It's an aesthetic I really liked and would love to expand on later.
Cosmic Golf
GAME DEVELOPMENT Unity

Cosmic Golf

Visual exploration and early level editing tools for Cosmic Golf.

A collection of shots from Cosmic Golf showcasing environment art passes, ball trails, and UI, plus in-progress level editing tools. The focus was on keeping iteration fast for designers while preserving a clean, readable presentation during play.
Murder At Hollowstone Manor
STUDENT PROJECT UNITY

Murder At Hollowstone Manor

UI cleanup and iteration for a narrative puzzle project.

UI work and cleanup for the student project "Murder At Hollowstone Manor". This included layout passes, typography tweaks, and feedback cues to better support clue tracking, dialogue, and overall readability during investigations.
Sender
GAME JAM UNITY

Sender: Arbitration

HUD and UI flow from the GMTK Jam 2024 entry.

UI work from the Game Maker's Toolkit Jam 2024 entry "Sender: Arbitration". I focused on dialogue layout, choice presentation, and subtle motion to keep the screen readable while still feeling atmospheric and moody.
FPS Roguelike
GAME PROTOTYPE UNITY

FPS Roguelike

A solo-developed FPS roguelike prototype with a procedural boss.

A solo-developed FPS roguelike prototype. I handled level design, moment-to-moment combat, SFX, animation, and procedural animation on the spider boss. The goal was to explore how far I could push a tightly scoped first-person combat loop on my own.

Blue Ocean Rising Tide Challenge

Rising Tide is a concept trailer competition, designed to discover and spotlight innovative indie game ideas.

GAME JAM Blue Ocean Jam

Blue Ocean Rising Tide Challenge #1

Chronocase Noir (Working Title) is a detective mystery game where you are trapped in a time loop whilst embroiled in investigating a string of murders.

Chronocase: Noir is a game I have been wanting to make for years. A detective story stuck in a time loop, with a classic Film Noir aesthetic to bring it all together. I worked alongside 2 teammates: Chloe the narrative designer, and Jacob, the 3D artist. I handled the gameplay, interaction elements, game design and more.

This is a passion project that if I ever get the time or funding to make, I would love to bring to life.

Contributions

  • Handled Player Locomotion System
  • Implemented Player Camera System
  • Implemented Player Interaction System
  • Implemented Cork Evidence Board System
  • Implemented Sound FX/Footsteps System
  • Created most early assets, before eventually replacing them with higher quality ones.
  • Worked alongside Chloe to ensure the narrative and gameplay were cohesive and engaging.
  • Worked alongside Jacob to ensure the 3D assets were cohesive and engaging.
  • Recorded, Edited, and Compiled all gameplay footage for the project.