The Art Of Jared Pullen, Soulful Savage

The Art Of Jared Pullen, Soulful Savage

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

Sunday, January 30, 2011

A different time, a different approach: Character Toy design...

The Rattle-Gland...




Hi Peoples and welcome to a new year. Hell of a start to 2011... and my heart and thoughts go out to the people of this rugged land during these incredibly testing environmental disasters. Floods, fires, now Cyclones... I pray for no more grief. Stay safe all... and remember what is truly important; our lives and the lives of those we hold dear. Never give up. Ever.
The pieces seen here are from my first ever Freelance contract with a Toy manufacturer based in Holland. The art was never picked up and for the hours spent the pay wasn't brilliant, but it gave me my first taste of working a contract as a sole trader. Terrifying, but wonderfully freeing all at the same time. I have learnt many things and for that experience I am truly thankful :)

The Vahgeist...





If the last few months of unemployment has taught me anything (in fact if the events of my entire Life have taught me anything) it is this: to never, ever, give up. It's true that terrible things happen all the time. As people we live in a world that is brimming with trends, ideas, events and circumstances that seek to be the undoing of us. We lose jobs, loved ones, our faculties, property... we suffer at the hand of Nature and at the hand of each other and often the worst part is we cannot control these circumstances or comprehend why they have happened... and it is easy to despair in the fact that its all so much greater than we feel we could ever be.

Don't give up. When times are tough your true measure of spirit comes from how you choose to respond; from choosing to get up again. When Krome Studios collapsed, part of me was released back into the Wild... while the other part (not in equal measure), the institutionalised part, longed for the safety of the 'known quantity', however intense the environment had become.

Facing joblessness is not easy; it gnaws at your self worth, undermines your confidence if you let it and places extreme stress on relationships... the urge to provide is there, but when the market isn't friendly, you have to weather the storm and somehow overcome. Don't give up :) The one thing you can control is your tenacity of spirit. Never give up... there is always a way forward, however wildly departed from the norm it may feel. We all have within us the Spirit to overcome; for ourselves and in many cases to show others the way. We can do it in our own time and in our own way, what matters is we refuse to quit.


The Elkspell...




Within the ever tightening noose of Games development instability in Australia, options are few and come with their own tricky set of circumstances. I immediately went into the Freelance scene, not by choice at all... but let me tell you it has made me a better artist. I'm more driven, focused and determined now than ever before. Time management counts for so much on every job and I'm now occupying this headspace in which dicipline and professionalism are paramount. Indeed they are 9/10ths of the freelance game.

My first freelance endeavours didn't really go anywhere, but I'm not going to give up... there is a reason for everything and I believe that this precarious situation that I face (and many, many others out there) is the push out the door needed to realise our own potentials. Don't give up, never give up.. do what you can, try new things. Help others to keep going... and good things will find you...

Contract work is stable for me right now until October, but beyond that already there are things set in motion that offer far greater rewards than I've previously received... and I'll have the time to nuture them. More from me next month ;)


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

Friday, December 31, 2010

More from the Dragon's Vault...

Captain Skabb with the Parrot-Monkeys Scratch and Sniff...

Message coming soon!

Captain Skabb with closed Treasure Chest treatment...



The 'Plunder-Busta': Skabb's Tri-Barrelled Hand Cannon...

The 'Hoodoo Blade': Skabb's Venomous Voodoo-licious Sword!

Tier 1 Grove Mite Enemy Type for Ancient Grove...
Tier 2 Grove Worm Enemy Type for 'Ancient Grove'...


Tier 3 Grove Beast Enemy Type for 'Ancient Grove'...

Grove Beast Elevation Views...


The 'Death Hound' Enemy Type for 'Mountain Fortress'...


Death Hound Elevation Views and Scale Reference...


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



Tuesday, November 30, 2010

Beastly Design

This was perhaps, not what you were expecting to see for November... I remember that November's Post was intended to be all about Freed Souls; my latest illustration which was (and will be) a commentary on the situation now faced by many out of work concept artists from Krome Studios. Being a huge fan of telling stories (the right way) without compromising quality for the sake of 'just geting it out there', I'd like to do it justice. Rather than rush it and ruin it (which is something else we can talk about later) I must with all humility ask for your patience while I get this one right. Kindest thanks to everyone :)

In these few short weeks I have been truly the busiest I have ever been in my entire career... There is so much to do, so much to prepare for, and so many opportunities to grab hold of and explore all that truly makes me happy. For the first time in a very long time I am really the master of my own destiny, and this was indeed the major theme and inspiration for Freed Souls... but we'll get to that ;) There has been much change in the air with me and for reasons that I'll make clear very soon, my time has been short; for I have been focussing on other more compelling ventures...

For now I hope that you'll enjoy these preliminary creature designs that I have prepared as they offer a small window into part of what I'm currently doing with my time, and they are part of a larger plan. Freed Souls is well on it's way...



Banded Striker


People ask me alot: "Why do you focus on drawing Creatures? Why the fixation?" It's true that from a very tender age I was absolutely drawn to animals, both real and imagined... indeed they were for many years my only real friends. I'd honestly have to say that creating them is a very primal and instinctual thing for me to do, they just come to me and it's a simple affair to explain my facination with them: I can trust what they'll do. I could say there is a purity to them and a wonderful simplicity in their nature that I'd long to have. I could go on to say that there's a sense of virtue within every beast in the Animal kingdom, and they have instincts and ways that one can pretty much bank on...

I could say that by contrast we Humans can be highly unpredictable most of the time, and that the factors that motivate us to behave are so varied and numerous as to keep us guessing... and more often than not, confused as to our actual purpose here. You can trust a Lion to be hungry at certain times of the day and act accordingly, but we are different beasts entirely... On the visual front there is such an aspirational majesty to the Creatures of the Earth, both in their great design and in their purpose that I cannot go past drawing from it. Yet it is from the fabric of their very nature (to eat only when hungry, to take only what is needed, to preserve what remains for the future) that I draw my greatest inspiration. They have taught me an aweful lot about myself...

The most potent thing about Humanity though is; we get to choose our own 'nature'. We get to govern our own behavior and we have that freedom to choose the impact we have; for good or ill. 'Tis the greatest natural ability we can exercise; so choose well, and keep on slammin :)


The Bow-Horned Sail Strider



A Vahgeist Bull



Horned Woodsman




The Bloated Smoulder-Face




Bark-Skinned Leaf Beast




The Plumed Hunter







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

J S Pullen

Wednesday, October 13, 2010

Sneak Peak at November's Posting

'Freed Souls': Creature and Environment Illustration WIP


I have not been idle in my time away from the workplace; in fact... this is the busiest I've been in some time now. Yet for the first time in a long time, I feel I'm actually getting somewhere, and moving in the direction that feels right for me. I've felt in this time it is important to just keep moving, improving and doing.... attempting new things and choosing to back myself on every challenge no matter what I'm trying for, or who I'm presenting myself and my work to. You just have to keep on 'doing'; know your value, back yourself... and with the right attitude and at the right time, a strong opportunity will present itself. So acknowledging that Life is a journey, I plan to keep on powering on...

What you see here is a small Work in Progress sample of my next illustrated piece planned for the November posting. I'll talk more about it then, but I can say it is a tribute to those I've worked closely with and a supportive commentary on what we have faced as a concept art group. I hope you'll join me in November to see the finished work. So until then, (and long afterwards) keep on 'doing'. Keep on moving towards what you want... and keep on powering on.

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

J S Pullen

Saturday, October 2, 2010

From The Dragon's Vault...Something for the Fans

'Steam' the Iron-Clad Locomotive Boss and The Conductor from Munitions Forge...

Steam Boss plan views for modeling reference...
Sometimes things just resonate with us. Whether its a movie or a book, or as is increasingly becoming more common place; a video game.... sometimes somethings just grab us and stick in our minds. It becomes a powerful influence, an experience we must have time and again and one that regardles of how old or dated it becomes will always hold a significant place in our psyche. Holding onto a piece of that 'something special' is an amazing thing, as whatever it is can have a profound and everlasting effect that puts wheels in motion and can set us on the paths that our lives may take for years to come.... but actually being a part of its' creation is something entirely unique again.


I posted not that long ago, but it seems to me that there is quite a large body of people for whom the world of Spyro the Dragon holds a great deal of significance. I myself am an epic fan of Dragons, and for Spyro I tried to re-inject that ancient and weathered majesty for the Guardians, and get Spyro dragons walking on four legs again! When the franchise came to Krome Studios Spyro was in need of a style makeover and so I did my best to ensure that everything that was loved about the old Purple Dragon of Legend remained intact, while along with Bruno Rime and fellow concept artists Ron Marc, Rod Wong, Mark Hansen and Danh Nhan we sought to rejuvenate the franchise with contemporary style and heart.

I did not in a million years expect the reception that Spyro, Sparx, the Dragon Guardians and the Spyro visual style would get from such a diverse range of people... but it has certainly lit a welcomed fire in this old soul :) So, this post is for the Fans; those hard core and devoted souls who craft websites, make avatars and create simply amazing fan art in the Spyro space. This is for you guys. With humility and gratitude I thank you. Helping to create something that means so much to so many is all an artist could ever hope for. I deeply hope you enjoy this little offering...
Kind regards,
J S Pulen


The Steam Boss' caboose...

The Caboose was very much part of the Steam Boss' character; it housed Cynder's minions to taunt Spyro on his high speed rail chase in TLOS: A New Beginning and acted as armour to be damaged and stripped away. Steam was the only machine type Boss designed for this title.

Steam Boss Caboose plan views for modeling purposes...



'Dreadwing' creature: Themed for the Munitions Forge world...

These sinister agents of Cynder were a blast to draw and theme for every environment type. We had strong elemental themes that served to influence every design, right down to materials, so drawing became an almost unconscious thing for me. When I first designed this beasty I called it the 'Dreadwing' as a working name, but the name just stuck right through to the printing of this title's hand manual.
'Dreadwing' creature: Themed for the Dante's Freezer world...

'Dreadwing' creature: Themed for the Tall Plains world...

Dreadwing plan view for modeling purposes...


Tier 2 Cynder Leader Class: Themed for Dante's Freezer...

Hands down these jibbering Baboon-like minions were the most fun to create, as the theming posibilities were endless. My only lamentation was we had but four theme types to work to, and if scope had allowed there was so much more I wanted to do with these guys. These minions added a comedic vineer to what could have become (if allowed) a very dark game. I went with a Mongolian touch for these snow bound bruisers...

Tier 3 Cynder Commander Class: Themed for Dante's Freezer...

With these types of mainstay foe consistency was key; in their theming and materials across all world types and also in their sense of scale across the three enemy tier types. To keep scale cohesion between the three enemy sizes, I made sure that the feet, hands and eyes generally remained the same scale, regardless of tier size. This really facilitated a cohesive look. Having items of armour stay the same scale on both the big and small guys reinforced their scale also... see the bear's paw on both Leader and Commander for an example of this.

Kane the Atlawa warrior champion from Tall Plains...

A somewhat Mayan influence seemed appropriate for the proud and independent character of Kane. What began as a four legged Lama, resulted in the image you see here. Our character animators referred to him as 'that chicken-lama' whenever Kane was mentioned. I created a back story and mythos for Kane, but it was never used in the story.
Luggs: An Atlawa warrior...

This unfortunate creature had the dubious honour of being 'lugged' off by one of Cynder's Tall Plains Dreadwings... and didn't feature strongly in the title despite a fair ammount of time being spent on both the design and his character model. Aptly named for his role, Luggs was a pleasure to draw nonetheless...


There are many more concept art pieces relating to character, props and environment from both TLOS: A New Beginning and TLOS: The Eternal Night that I will share in coming months, but I hope you have liked what you've seen here so far. (For other Spyro related works see the art of Ron Marc, Rod Wong, Mark Hansen and Danh Nhan.)
Very different things from me next post ;)




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

J S Pullen

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