The Art Of Jared Pullen, Soulful Savage

The Art Of Jared Pullen, Soulful Savage

Friday, September 30, 2011

Creature Character Head Studies: The Alien Condition...

Alien Bust Design 01


Alien Bust Design 02: (Aquatic Archipelago Yeti)


Alien Bust Design 03



Listen to the Soul: remember always what is most important, and never compromise on it. Defend that like a Savage.....

J S Pullen

Sunday, July 31, 2011

Creature and Environment Illustration: Freed Souls WIP

"Freed Souls" WIP...




Hi Peoples, stay tuned for an update on my "Freed Souls" piece. Busy, busy, busy.. and getting busier! Will be posting this asap to give an update :)

Kindest regards... and GO THE ALL BLACKS in 2011 ;)

Soulful Savage.

Work in progress section 01...




Work in progress section 02...



Overall Illustration WIP...



Thursday, June 30, 2011

Once More Inside The Dragon's Vault: Prop Concepts From The World of Spyro...

The Ancient Scrying Pool...










Stay tuned for more from the Dragon's Vault, in which we'll take a look at various prop concepts from the World Of Spyro The Dragon...

With much to do and so little time. Keep on creating Peoples :)



Boom Barrel from The Munitions Forge...



Diseased Silt-Hopper...





Obsidion Beetle Hive...





Obsidion Beetle Hive: Damage Remnant State...




Smashable Plate-Rock Entrance...






Smashable Plate-Rock Entrance: Remnant State...







Infernal Pool Shoots...




Corrupted Tree: Small Scale...



Corrupted Tree: Mid Scale...



Corrupted Tree: Large Scale...




Corrupted Tree: Feature Piece Scale...











Listen to the Soul: remember always what is most important, and never compromise on it. Defend that like a Savage.....


J S Pullen

Monday, May 30, 2011

Creature Design: Grotto Gargantuan; resolving the details...

The Grotto Gargantuan Returns...

Greetings People and welcome to May 2011 and once again to the home of the Soulful Savage! This post marks 1 year of art posting under the Soulful Savage banner; 1 year since I took up this much needed journey to create something beyond my 'nine-to-five' existence... and what better way to celebrate than by returning to where this blog began? By going back into the wooded wilds of my mind to wrangle that zoological conundrum; that slippery Leviathan... the Great Grotto Gargantuan!

In last May's post you'll find the creature from a more illustrative approach, but I mentioned I wanted to go back to wrangle all the details and resolve the particulars of design. So stay tuned! I thank you all for your support in tuning in over the last year, and for being patient! The Gargantuan is surfacing from the crushing depths, and its full story will be revealed soon. I've every intention of doing a detailed full scale concept design of this beasty... I'm still kind of working him out, but no doubt the design work will happen as soon as I get the chance :)

Gargantuan Design... preliminary head study


Gargantuan Design... overall treatment and scale



More on the way when I get the chance!

Kindest Regards,
Soulful Savage.



Listen to the Soul: remember always what is most important, and never compromise on it. Defend that like a Savage.....

J S Pullen

Friday, April 29, 2011

Fan Art That Goes Squeek: Illustration From Mouse Guard



Celanawe: The Black Axe



It's that time again and I've managed to just squeeze in some content this month, in between freelance and raising my three spectacular Children :) I thought it was high time I did some Fan Art, and what better world in which to indulge than in David Petersen's Mouse Guard? So with a mighty 'SqueEk!.... I present this offering :) So much of the content we create, especially early on, comes largely from what we like and has it's origins in what we enjoy personally as artists.

There's a big school of thought out there that argues that a concept artist need be well versed in all forms and styles, and that in order to be a viable option for a games development studio one needs to have a handle on a variety of things from industrial design and architecture, to character and anatomy. While its great to be versatile I find its hard to specialise and master any one thing if you try to spread too thin across a broad range of subjects. Not only that, more often than not, our best pieces tend to be those that have a personal significance to us based on our interests. Sometimes we just need to allow some room (guilt free) for 'drawing what we like'.



So draw what you like. Don't be daunted by the fact that you don't have a plethora of interior design, armchairs and funky tables to show off in your folio... just make a start, draw what you like... and let your technique and ideas do the talking. Your style will naturally emerge and the body of varied work will follow over time. At least this is what I'm finding as I progress.


For this piece I wanted to be as authentic to Mouse Guard as I possibly could, while inadvertently adding my own personal flavour to it. (Authenticity above all else is the GO when dealing with brands and licenses... but we'll talk on that later!) Celanawe, pictured above in his frosty fatigues is a personal favourite of mine, and having read all the Mouse Guard books with my Eldest Son, he definitely has that grissled and experienced warrior vibe that so appeals to me. So staying true to the palette, the forms and the textural quality was important to me as I have a deep respect for the Mouse Guard brand and its' look and feel. I did my best, but as always you can be the judge of how I fared :)



Despite trying to understand and nail the style, there will always invariably be differences as I am not the creator in this instance. There is absolutely no substitue for the genuine original, and the work of David Petersen is quite simply stunning. There's a rich charm to the world of Mouse Guard, tempered with culture and history that on deeper reading becomes increasingly apparent. I'd encourage everyone to check it out for themselves:


www.davidpetersen.net/mouseguard/index.htm

So hats off to you Mr Petersen, and thanks for offering something that is truly special. With much respect I present this little work for Mouse Guard fans and hope to do some more down the track :) Can't wait for more Mouse Guard!



Kind regards,
Soulful Savage.







Listen to the Soul: remember always what is most important, and never compromise on it. Defend that like a Savage.....

J S Pullen

Thursday, March 31, 2011

The Dragon's Vault Opened Once More...


The Greater Guardian...



Once again I left the great stone door of the 'Vault' ajar... and once more the creations from Spyro issued forth. February was a tad freaky, so this offering should lighten the mood. While the body of work I've done for Spyro TLOS is very dated now, there's just still so much more of this work that I havn't shown yet... and so from time to time I'll unearth a few pieces because I remember the time on the project fondly. There was just so much of me in every piece, and I spent alot of energy passionately trying to create a mythos in the visual form. It was a great and fun responsibility to help shape the new feel for the franchise at the time :)

The image of the great Guardian statue above was an homage to Dragon culture in general, but more specificly a stately and regal representation of an actual ancient Dragon hero... the last Purple Dragon before Spyro's time. Indeed it was my intention to have this statue foreshadow Spyro's future, and set down a clue as to what he may even look like in the coming decades. From the very outset I wanted to portray what a fully grown adult Purple Dragon would look like, how it might stand and carry itself, and I pitched the idea that the statue itself was actually a representation of The Dark Master.... before he renounced the path of good. So you could say that right from the beginning, from 'the new beginning' we had already caught a glimpse of the Dark Master... I thought it a very fitting and 'full circle' type thing to do.


So here's to a fun time well remembered, and to creating alongside talented friends! I hope you enjoy this offering!

Kind regards, Soulful Savage.


Dragon Temple Entrance...




Ignitus' War Helm...



There's a story with this piece and the other Dragon armour relics... (as there is with so many pieces from TLOS) This helm was intended to be Ignitus' personal war helm... I drew it up as a feature prop and a story hook for Spyro for when he first encounters Ignitus.

The story went thusly, that back during the 'Ape Wars' Ignitus was a General who led a company of War Dragons into battle against the forces of the Dark Master. After a fierce struggle in which many Guardians were lost, Ignitus' forces were driven back until only the four Guardians remained. When Ignitus failed to repell Gaul (the Ape King) and gave up custody of the last remaining purple Dragon egg (Spyro) in a biblical flavoured attempt to save him, Ignitus exiled himself to the Swamp, casting off his armour in despair, becoming the crestfallen figure that Spyro meets in 'A New Beginning'.

As an idea I'd intended the Helm, the broken Lance and the Shield to be symbols of Ignitus' return to vigour. At Ignitus' request I'd intended Spyro to go on a mini quest to hunt for and retrieve the missing pieces of Ignitus' armoury. This was to be a way of developing a friendship with the old Fire Guardian, introducing a clue into Dragon culture and Ignitus' military past, as well as reinforcing the magnitute of his feelings of failure. It was a way for Spyro to actively rekindle Ignitus' desire to rise from his despair in the game.

While the 3D props were made from my drawings, this little story nugget did not make it into the game due to time pressures, but having drawn them I feel that at least a little bit of culture was injected and I feel that added some value. Despite intended as one off features, the armour props were duplicated throughout the Swamp level and so became common objects, which was lamentable, but I'm glad they made it in at least. Regardless, giving backstories to your pieces can help them feel more realised and more plausible... it's the little details in the background like this that can strengthen your work and give it presence, even if your story or vision doesn't make the final cut. Well, at least we know ;)

Ignitus' Battle Lance...



I felt it best to break the lance as it seemed a more fitting representation of Ignitus' state of mind when we first meet him; a broken weapon for a broken leader, gathering dust and moss in the dark. But even in its damaged state, the lance is still a potent reminder of the rigours of battle and deeds long done. (Ignitus was by far my favourite character... I can truly identify with him.)

Ignitus' War Shield...



The Shield was the final piece in the armoury and I imagined that this mounted on a swivel and brace attachment slung over Ignitus' left shoulder, protecting that flank from glancing blows. A while back I did a rough sketch of Ignitus harnessed to the hilt and in full plate armour, with his Lance, Helm and Shield attached. Unfortunately the rough sketch was lost (somewhere in the Swamp presumably) but it's very fresh in my mind... I may just have to draw him up in all his glory as a way of giving back to so many wonderful Spyro Fans who have been so very good to me. To those Fans, I thank you all for every comment you've sent me in support of this blog, and I'll be sure to reply with kindness as soon as I can... I'll wrangle up something special and personal for you all :)

Earth Breath Elemental Sigil...


Electricity Breath Elemental Sigil...



Fire Breath Elemental Sigil...




Earth Dragon Elemental Banner...





Electricity Dragon Elemental Banner...






Fire Dragon Elemental Banner...





Iconography in the world of Spyro was very important to me, and you may have spotted a great deal of it already... I'll talk more about the graphic language of Spyro in a future post later on when I can explain it in closer detail.

Smashable 'Shroom Roots...



Frogweed Spawning Mud-Pile...



Collapsing 'Shroom Root Bridge...



Thorny Brambleweed...



Fossilised Swamp Predator...



Gellatinous Stench-Bulb...



Parasitic 'Shroom Shoots...



Greater 'Shrooms: A Swamp Feature...




Strangely enough, this image was by far the most prevalent of all images that went out when Spyro TLOS rolled out onto shelves. The 'Feature Tree' of the Swamp became the official mascot of the series and seemed to resonate with many people for its stylistic simplicity. Originally created to fill an enormous void in the starting area mesh in the game, this 'tree' added so much charm to the space that it became the style exemplar for the rest of the Swamp world's content... and so the 'Mushroom Swamp' was born. Talented concept artists like Ben Ward, Ron Marc and Mark Douglas pushed things furthur to create the gorgeous mushroom forest walls and twisted vine laden corridors that set the Swamp world apart. Check it out in game... in 2006 it was something quite unique at the time and something I was proud to be a part of.

So keep creating, and more importantly keep creating stories... for the trick to creating memorable art and works that capture the imagination seems to be all in the details; obvious or implied.



Listen to the Soul: remember always what is most important and never compromise on it. Defend that like a Savage.....

J S Pulen

Saturday, February 12, 2011

Freaky February! Creature & Environment Illustration that teeters on the 'Edge.'

Spoooky Freak WIP


It's Fiendish... it's Freakish! It's February! Welcome to the first 'Freaky February', in which I indulge my freakish side and explore the weird, the bizarre and the somewhat unsettling all in the name of art. Keep an eye out for my Spoooky Freak coming down the track; an illustration that for me skates the razor fine edge. What originally started out as something for a studio project, and something I'd call diabolical, (and would have been more-so if I'd followed through to finish it) I've altered in keeping with my own sense of values. No longer are there heaving naked babies augmented with it's sinews! This one pushed my sensibilities, but I feel the need to talk about it and offer an example. So yes, values and ethics... we'll talk about them and the intent behind a work later I'm sure, but for now I'll leave you with this freakish teaser of this eerie character here.... he certainly makes me feel nervous. So hang in there, 'cos February is about to get a little freaky...

Spoooky Lobby...


Gunter: The Spoooky Bellhop...


"Stooped on the threshold, the withered bellhop clasped the iron door cage, peeling it back with a livid hand to admit me. At once I was rigid with fear, all resolve choked from my marrows as I stood there, bereft of courage, as he bid me enter with a mangled finger. That sound again... a sickening squelch from the putrid eye set within his hat as it swiveled to take me in; a clouded lump of meat, yellowed and scored. I stifled a gag as the creature's fetid odour assailed me. To my horror he stirred as if to speak, but from his throat issued forth a wet rattle, dire and foul; the words came like the grinding of gravel and ash, "Ggoing... downnn???"

Steeling myself I quietened the voice within that begged my heels to turn away and entered the lift that would take me to the lowest levels... and all the while that eye studied me, watching, unblinking... taking the measure of me in ways I could not fathom."

Excerpt from my 'Spoooktown Showdown' novella. Copyright Jared Pullen 2009

So ok... this bellhop guy makes my skin crawl, as do the environments presented here, but let it be said that everything you see here has been dialed back all the way from 'Producer 11' :) This is a taste of what was unleashed when I operated outside of my comfort zone in 2009. Sure I feel the visuals are compelling, even stirring, yet when laying 'paint to canvas' and coming up with the broader concept... something felt 'wrong'. It was like there was a voice warning me not to pursue; not to 'get in that elevator.' Well I did, but the one thing I am glad of was I didn't go all the way to the basement... despite the project calling for it, or more accurately: despite the need of the one steering the project to see it go there. 

Spoooky Reception Hall...




You've heard that word the Top End might throw about when the way forward stylistically is unclear to them; 'Edge'. Yeah... good old 'Edge'. It's cousins 'Gritty' and 'Dark' are never too far away when 'Edge' is on the loose, and you can rest assured that Edge is usually the first stop on many inexperienced Exec Producer's and Art Director's fave destinations list. In order to create something cutting edge and unique, 'edgy' is often the direction from the top, and usually this happens at the expense of other style options that may prove stronger and more memorable in the long run, but lack that shock value.



Edgy treatments don't bother me, what does is the steady and natural gravitation towards darkness and possible depravity that seems to occur when we are asked to engage in this space(as has been my experience.) Catch phrases like "Intimate Violence" have been pillars of games I've created visuals for, and on face value you might be thinking "suck it up Soulful, it pays the bills!" But let me ask you, why do we want 'intimate violence?' Why would any 'hero' character that you play need to stick a gun in an NPC's mouth to interrogate him and why does that seem to sell? Getting up close to inflict your move-set seems to be the go, but how far is too far? Is it something we actually want, or is it just on offer? If its what we honestly want, then what does that say about us as a species? It makes me wonder if it's really mass market driving these style directives, or whether its something else at play. Why does darkness appeal?
The scary thing that hit me when doing the art was just how easily these ideas came to me, and how easily I put all this together. The creativity just flowed; there were no obstacles, no visual challenges... it just came like 'that'. The answer is this... its so easy to go dark. It seems much harder and more challenging to do what is good and right. If ever there was a life lesson, it's that one :)

I did what was asked of me but in the finish I regretted it, and ended up changing alot of the art for my folio. I got in that elevator man, and rode it to the ground floor, but eventually punched the brakes and escaped through the crawl space! But after I changed the art I realised something else too... that even though I'd altered it, the germ of the idea behind it was still there. It still had its roots in the dark.
I wanted to share this with you for a good reason, and the message is this; if it makes you uncomfortable, don't do it... find another way altogether, stick to your guns, because in the end no amount of money can buy back what you give up; your values, perhaps even your core beliefs....your principles, your design ethos... your very identity in many ways. Dramatic? I feel its important. There is so much darkness out there and its message is always the same... there's nothing unique about that. Stay premium Peoples, and never compromise on the important things. I learnt that one the long way :P
Super keen to hear what people think... is this just me?


Listen to the Soul: remember always what is most important, and never compromise on it. Defend that like a Savage.....

J S Pullen

Total Pageviews