VISUAL DESIGN
The following are a collection of Concept Arts, Set Design, Prop Design and Title Design
Concept Art
This shows a soldier that is being attacked by an unknown force in an isolated corridor inside the Keep. The demon is represented by the red smoke/ gas that glides towards the German soldier, going for the kill.
This represents a late scene in the adaptation in which 'The Stranger' (soon to be found out as named Glakken) stands at the entrance to Molasar's Lair in the Keep Basement, brandishing a mystical sword and ready to banish the Demon away forever.
Set Design
The frontal view of the Keep takes direct inspiration from simplistic illustrations featured in the original novel by F. Paul Wilson. I decided that I would keep this design for authenticity to the source material as well as developing the original image by adding extra details in order to create a more realised setting.
This was also inspired by similar illustrations from the novel. I included a compass in order to help to clearly establish where some of the other pieces of concept art take place in relation to the setting geographically.
The west view shows the part of the main courtyard of the Keep, highlighting various locations such as the main entrance and the rear section where the main barracks and living quarters for the soldiers are located. The basement entrance leads to the are in which the entrance to Molasar's Lair is hidden.
The east view shows the main tower which is visible from all angles and serves as the living quarters for Klaus Woermann, the commanding officer of the German troop that has taken residence in the Keep. Note the iron and nickel crosses that litter the walls, which several German soldiers mistake for silver and gold.
This shows the inside of the tower and Woermann's Office and entrance to his sleeping quarters within. As Woermann's hobby is painting, I have decided to make his work table and chair facing the large window in oder to allow the character the view required to reflect this.
This Keep Basement. This is the location in which two German soldiers defile the largest, shiniest cross located on the wall and accidentally release the demon, Molasar. The area behind this cross also serves as a doorway into Molasar's Lair.
With Molasar's Lair, have tried to incorporate more of the HR Giger inspiration originally envisioned for this production, including the almost organic feel to much of the set design. The entrance is comparatively small to the rest of the main room with several large entryways to deeper chambers and catacombs located and hidden beneath the ground. In the centre of the room is the Seal which keeps Molasar imprisoned in the Keep. It can only be unlocked by a special key, of which Molasar cannot obtain by their own hand.
Set Design
German Soldier Uniform:
This is the uniform traditionally worn by German Soldiers.
Nazi SS Uniform:
This is the uniform that was worn by the SS during WWII, a group that dealt with the Nazi ideals sometimes with severe brutality.
Traditional Romanian Outfit:
This is the type of outfit that can be traditionally found worn by Romanians during the 1940s. While this specific example is representative of female dress wear, male outfits usually included smart yet rugged suits with flat-caps
Molasar Head Design:
As the main idea was that Molasar's final from would take clear inspiration from his surroundings (this being the iconography of the Nazi uniform) only the design of the head piece is featured as the body would just be a copy of the previous examples.
Inspiration from HR Giger was, again, incorporated with the more feral and organic look to the figure, much like the creature from Ridley Scott's 'Alien' (1979). However this should also be a reflection on the World War Two setting that surrounded this figure, therefore aspects of this have been incorporated within the final design.
Various Title Designs
This is the Demon Molasar as it starts to take form. The more soldiers the demon kills and consumes, the more its physical form develops until it is able to physically interact and allow itself out of the Keep's imprisonment.