Portfolio

Kyle Sutherland - game production work

My strongest role is production: organizing ideas, people, assets, systems, and deadlines so a project becomes something usable. I can make art, but the larger value is that I know how to get the work across the line.

Projects

A short set of examples where the important part is not just the image, but the planning, coordination, implementation, and presentation around the work.

MiliChess key art
Steam page

MiliChess

Prepared the Steam-facing material around the game: screenshots, videos, page assets, and a clearer presentation of the modes, units, and tactical loop.

View MiliChess on Steam

Greek Tragedy Steam header
Steam project

Greek Tragedy

Worked through Unity-side production tasks including character setup, puzzle logic, camera work, level context, and iteration.

Tic Tac Dino play area
Published mobile game

Tic Tac Dino

Built and published a small game for young players, including character selection, play spaces, feedback, and release packaging.

Timid Waters island layout
Rapid Build

Timid Waters

Finished a 48-hour game build by staying practical about layout, mood, integration, and what had to be playable by the deadline.

Arch Adventure faction work
Systems Design

Arch Adventure

Planned maps, NPC behavior, faction conflict, and early level direction so the game had a structure to build from.

Youmacon indie game booth
Public Showing

Indie Booths and Events

Handled public-facing game presentation: booth setup, conversations, demos, and connecting players with the work.

Production Role

This is the practical part of the work I want to show more clearly.

Scope: Break the idea down into what can actually be made, what comes first, and what can wait.
Direction: Keep the work pointed toward a clear audience, tone, and usable result.
Coordination: Connect design, art, animation, code, curriculum, and presentation without letting the pieces drift apart.
Iteration: Identify what is confusing, broken, missing, or too large, then adjust the plan.

Process

The process is simple, but it matters when people are busy and the project is messy.

Clarify

Define the audience, goal, constraints, and first useful target.

Plan

Convert ideas into tasks, references, asset needs, systems, and milestones.

Build

Make the pieces and keep progress visible.

Test

Check the experience in-engine, in-context, and with the intended player or learner.

Present

Package the work for a build, class, demo, event, or public page.

Art and Asset Browser

Choose a type of work, then use the arrows, thumbnails, or mouse wheel over the display to move through labeled examples: 3D models, 2D assets, game screens, process work, and object studies.

Featured

Wall Lamp

One of the stronger 3D prop pieces: a clean environmental light model prepared as a reusable object.

Pixel Art

I still want this here because I like the work and it shows follow-through. The useful part for production is the asset range: ships, structures, props, effects, enemies, and variations that could belong to one game world.

Pixel art brig ship Pixel art pirate galleon Pixel art enemy brig Pixel art docks Pixel art water mill Pixel art kraken boss

Other Relevant Work

Some of the work is not a clean game screenshot, but it still matters to production.

Teaching and Curriculum

Built lessons and class activities around digital art, game engines, technical skills, and student projects.

Community and Events

Supported developer community work through SMGDA, public events, discussions, and shared resources.

Technical Comfort

Worked across Unity, Blender, 3D assets, 2D art, animation, gameplay logic, AI behavior, and web pages.