I am Kyle MacLachlan.

I am a graphics designer influenced by the video game world; from character design, level themes, and gameplay mechanics.

Welcome to my art portfolio. My work explores the varying ideas and projects that I have worked on in the past, demonstrating my ability to grasp instructions and details across many different mediums. My work is characterized by this diversity, showing that I can bend my art style and skills to the situation ahead of me. My goal is to become a Game Designer. I have explored being a graphic designer, and I have worked on film and television sets for productions like Season 1 of “The Last of Us”, and “Under the Banner of Heaven”. It is time for me to follow my passion, and show that I am ready to achieve my goal!

Explore the gallery to discover my inspiration

The Amusement Park

Medium: Graphite and Paper

The Amusement Park is one of my most recent hand-drawn art pieces done from start to finish. It is a concept sketch of an amusement park, working on a more whimsical landscape. In 2024, I was in an artist rut, struggling with drawing my own ideas without using carbon copying to transfer images from one paper to another. So I took some night courses to relearn how to sketch and draw. I ended up taking 2 courses for drawing fundamentals, and prepping a portfolio. This piece was my final work in those classes.

The entire drawing is done with a graphite 2mm mechanical pencil, swapping between 4H, 2B, and 6B lead to outline and shade. I used photoshop as a tool to block in elements to my drawing throughout the process, including the Ferris wheel, and the cloud cover.

I wanted this piece to stand out from other classmates who chose down-to-earth concepts like mountain ranges and forests for their landscape pieces. I thought an amusement park would be a great way to display this contrast between my work and others.

Jurassic Park - Rescripted

Medium: KIT Scenarist and Portable Document Format (.pdf)

One of my favorite movies was the original 1993 Jurassic Park. It’s become so engrained in me that I can quote various lines in the movie, and also point out odd inconsistencies in the film; including seeing the sprinkler when the T-Rex raises his head, the sprinkler that’s causing rain on the set.

It was through my love for Jurassic Park that I wanted to work in film. I went to SAIT for their Radio, Television, Broadcast News program in order to learn and become part of the industry. Through this program, I learned how to write scripts. One of the tips our instructor told us was to practice writing the scripts of TV shows and Movies. I know that the scripts used on set during production are vastly different than what we see as the final film, but it was a great sentiment as it allows us to practice using the software.

As a personal project, I decided to rewrite the script of Jurassic Park as we see it in the film. My goal was to write a script that would match the length of the film, along with all the dialogue and scenes we see and hear. This was a project on restraint, as I discovered through this project that I really want to go into details on events happening on screen. A script is not a novel, so elements including thoughts or feelings had to be omitted for elements we physically see or hear.

To showcase this project, I decided to share one of the iconic scenes in the movie, the first appearance of the Tyrannosaurus Rex. I wanted anyone who read this script to be able to imagine the exact scenes from the movie, hence why the script is written to match the film. It took days to write, as I would pause the movie every 10-15 seconds to write out the events I observed, rewind, and listen to the scene again.

I would definitely use this technique again to continue practicing my script writing, but I feel I have developed my understanding on scriptwriting that I could write my own screenplay. All I need to do is learn how to write a screenplay.

Adventurer’s Guidebook

Medium: Adobe InDesign and Portable Document Format (.pdf)

Game design has been one of my favorite past times for years, and one such game I’ve been developing has been The World of Eridin. This fantasy world has been through more changes of medium since I started it back in 2015, starting off as a novel, before changing to a film, then a tabletop game, then a video game, then back to a novel, and a cycle is formed. This project is to show how I was developing World of Eridin into a playable Tabletop RPG.

This document is created in Adobe InDesign, an amazing tool that can be used for writing novels, magazines, or, in this case, player handbooks. This particular iteration is the second version. The original InDesign files have become lost to time - or, maybe on a previous computer and was never migrated over to my current systems. So I used a copy of my .pdf file to reconstruct the document.

This version does not contain any graphics or artwork. I want to note that I did this intentionally so that the focus was on the text and layout rather than on artwork that I did not draw or compose. I also wanted to focus on the core mechanics I was working with, primarily the players stats. In 2022, I had seen on social media that Wizards of the Coast was stopping it’s Open Game License (OGL) on it’s Dungeons and Dragons game. This was impactful as I was using DnD as a base to build the World of Eridin - well, Dungeons and Dragons, World of Warcraft, The Legend of Zelda, and a few other fantasy genre games. It was because of this OGL ban that I started working on making the World of Eridin use it’s own system for abilities, classes, and mechanics.

One such system, the stats, became known as the SPECIALS system. SPECIALS, as you could guess, is an acronym for the seven stats players use to create and play a character. Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck, and Spirit. I had to figure out what each stat would mean, how it translated from Dungeons and Dragons original formatting, and how to apply my two new stats, Luck and Spirit, into the gameplay. It was important to note that Spirit became the stat for magical attacks and mechanics; I didn’t want characters to rely on Intelligence, Wisdom, or Charisma to bolster their magic spells. Imagine a Bard with a high charisma stat able to cast powerful spells just because they’re bold. So now, the Bard could have a high charisma stat, but their spellcasting would not be based on that same stat. It’s a bit complex, but it’s still in the early stages of development and balancing.

The World of Eridin is also a diverse and populated world, where players could pick from a wide arrange of races found throughout the land. Two noteworthy species I’ve been working on was the Sandveil Elves, and the Lycans.

Elves are commonly described as fair-skinned forest-folk, who can commune with the trees and nature. So, I thought about how I could create a different kind of Elf, one that had no access to the trees or forests of their kin, and who have evolved and developed in a different biome entirely. The desert was a stark contrast, and I ended up working through this concept. The elvish skin would have high levels of melanin to protect their skin from the UV rays of the sun in the desert heat. Their attire would be silk and soft fabrics. Their homes would be built from sandstone. Even their belief system would rely more on the spirits of the Sun, Wind, and Sands rather than Water, Air, and Nature.

Lycans were created from a curse from another land entirely, and having that curse migrate to the locals in the land. Those who were blood-born had the curse transfer from generation to generation through down the bloodline. They were less feral, and had more control over this lycanthropy transformation. Those who were night-born are the first to be cursed, either through a spell or through a venomous bite of a Lycan. As the moon waxes and wanes, their senses are intensified. And a final note, both kinds of Lycans had complete control over when they could change into their wolf-like state. They are not werewolves.

This project continues to evolve and change as my inspiration for this project waxes and wanes. Sifting through things that inspire me, I end up shelving this project when too many ideas no longer work for the story - If I get inspired by sci-fi, and now want to work on a project that crosses the galaxy, I wouldn’t want to work on the World of Eridin to change it’s identity as a fantasy world. I would like to think that this ability to pause a project for others is a talent so I don’t overwork an idea to the grave.

3D Clockworks

Medium: 3DS Max and Adobe Premiere Pro

This was one of my first 3D Animated projects for my program at SAIT for New Media Production and Design. This particular project was supposed to be a 10 second animation, however, I asked for special permission to go further, since I was showing such skill and dedication to the project. A key element I learned throughout this project was it’s rendering. I had attempted to render this project on one computer, which said would take about 10 hours to complete. No big deal as I had nothing better to do than study and practice. However, the render failed, twice, at the three hour mark.

I had to come up with a new way to export the footage, and discovered that I could log in on multiple computers at the same time at SAIT. What I ended up doing, with the aid of my older brother, was log into 6 computers, chop up my animation into 10 second intervals, and render the 10 seconds individually on the 6 computers - I built a Render Farm. What started as a 10 hour render turned into 2 hours, and then I had to simply piece together the 6 rendered files into one video.

3D Character Model

Medium: 3DS Max

This was my final project for New Media Production and Design at SAIT. My Capstone project. I was tasked with expanding my skills in either 3D, illustration, photography, web design, or app design. I decided I wanted to learn how to create a 3D character model, and had to learn to do this on my own time and skill. The project started with learning how to model a head and face, then learning how to model a body. I learned how to rig the model to pose it, and how to model clothes onto him.

Eventually, this character was ready to be printed, and I used our final presentations to demonstrate 3D printing along with my other projects from the NMPD program. This was my first attempt at modeling a character, and I would definitely work on improving my ability to build a 3D character.

The Eridian Magic System

Medium: Digital Graphic and iPad App “Procreate”

The World of Eridin, as seen previously in my portfolio, is a fantasy world that I’ve been working on for years. One way that I maintain my interest in this project was to develop world-building elements. This graphic is one such example of world-building; the Magic System.

Inspired by World of Warcraft’s Cosmic Forces tapestry, this graphic showcases the magical diversity that composes the World of Eridin. In the center is the moral plane, where all existence lies. Surrounding it are the two moons. To it’s upper left is the Twilight Weald, the homeworld of the Fae. to the lower right is the Veil, the afterlife for spirits who have passed on.

Connected to the Mortal Plane are the eight elemental realms that forged the physical world; in clockwise order, they are Light, Fire, Air, Decay, Dark, Water, Earth, and Spirit. Within the circles are elements that best describe those planes. Fire has a volcano and mountains, air is a land above the clouds, water is a vast ocean, and earth is a realm with land above and below. More complex elements, like Spirit, Light and Dark, use symbolic images to describe their realms. Outside some of the elemental circles are creatures that would reside in those realms. Fire has dragons, water has sea creatures, spirits have fae, and earth has dinosaurs.

Surrounding those 8 elemental planes are the 6 cosmic realms. Fundamental forces that exist in every plane that hold stability and allows them to exist beyond their physical worlds. In clockwise order, they are Holy, Chaos, Death, Abyss, Order, and Life. They are all connected.

The Artist

Medium: Digital Graphic and iPad App “Procreate”

This piece is part of a collection of work-related designs called BitMechanii. In an effort to make our staff at work feel connected and unified, I was tasked with designing a BitMechanii for each staff member, giving them a design that best reflected their personality. This one is based on me. I am the designer, I work in an office-setting, hence the tie. I am a casual person, that LOVES his beanie hats. My tool of choice is the mechanic pencil. I loved the idea of wielding the pencil like a staff.

It was a very cute design, and makes for a great avatar for other projects I may be working on.

RTBN Broadcast Motion Graphics

Medium: Adobe After Effects

As I reached the end of the Radio, Television, Broadcast News program at SAIT, there was a challenge put out for all students to design some graphics for our news broadcast unit. I decided to take this as a challenge to learn how to create full motion graphics that would work for news and any other video project. There are 30 different animated graphics, taking as long as 15 seconds to animate, due to the large clock in the background.

What if - A Compelling Story

Medium: Adobe Premiere Pro

DyrezzPlays Logo Collection

Medium: Adobe Illustrator

Princess Peach Stickers

Medium: Digital Graphic, iPad App “Procreate”, and Stickers

Phantump & Fungaloom

Medium: Digital Graphic, iPad App “Procreate”, and Adobe Illustrator

The Legend of Zelda Pattern

Medium: Digital Graphic and iPad App “Procreate”

The Forest Temple

Medium: Digital Graphic and iPad App “Procreate”

Artisan’s Homeworld

Medium: Digital Graphic and iPad App “Procreate”

Thank you for taking the time to explore my portfolio.

I am passionate about video games and game design, and welcome the opportunity to expand my skills and knowledge to become a game designer. I look forward to potentially joining the Advanced Game Development program in the fall.