The Art Of Jared Pullen, Soulful Savage

The Art Of Jared Pullen, Soulful Savage

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

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

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