Abubakar Salim Talks About Melding Games And Film In Dead Take

“This is a game about movies, so we wanted some type of 'movie,' even if just short clips, to underpin the narrative.”

Story Highlights

  • Dead Take explores exploitation in Hollywood, inspired by real and shared industry experiences.
  • The game critiques systemic issues in both the film and gaming industries.
  • We interviewed Abubakar Salim, Creative Director of Dead Take, over email.

Dead Take is a live-action psychological horror game from Surgent Studios that explores the dark side of the entertainment industry. With actors Ben Starr and Neil Newbon at its core, the game blends spliced footage, surreal puzzles, and an unsettling Hollywood mansion to create a haunting look at power and ambition. 

It’s the studio’s follow-up to Tales of Kenzera: ZAU, and it’s already gaining attention for how it mixes narrative depth with eerie authenticity. To understand the nature of the dual role of Dead Take’s protagonist and why the team leaned into live-action storytelling, we spoke with Abubakar Salim, Creative Director of the game, via an email interview.

Dead Take
All Live-Action Clips Were Filmed Over Just A Few Days In London.

You’ve cast Ben Starr and Neil Newbon, both heavyweights in the industry, for the dual roles of Willie. How did their established chemistry influence character dynamics and reveal deeper psychological layers during development?

We shot all of their live-action clips over the course of a couple of days in London, and having us in the same room together definitely brought a certain spark to everyone’s performance. It created more than a few moments where you could actually see either Ben or Neil have a sudden idea and just run with it, and we ended up keeping so many of the surprises in the game.


You wrote the characters with Starr and Newbon in mind. How did that targeted approach impact the script, and were any scenes changed after witnessing their audition tapes?

Hearing their voices in your head makes a huge difference as a writer. A lot of us pick actors to hold in our minds as we write, but in this instance, we knew exactly who would be saying each line. The characters themselves continued to develop on set, and there was one moment in particular where one of the leads took a scene in a completely different direction that shocked and terrified us all, and we absolutely kept that in.


Both actors portray the same character from different psychological perspectives. Can you share how you gamified this duality?

Ben and Neil play actors vying for the same role of “Willie” in an upcoming film. The gameplay in Dead Take helps players understand how that audition process actually unfolded.


The game explores exploitation themes within Hollywood. How have your own experiences, or those shared by the lead actors, influenced how these darker themes are portrayed?

Absolutely. I couldn’t have made this game without having these experiences and stories to draw on. It’s a combination of things I’ve experienced, rumours I’ve heard, and stories that have been shared with me by my fellow actors. For me, its authenticity is a big part of the horror.

Dead Take
Despite Being Cinematic, The Game Still Prioritizes Player Agency In Its Storytelling.

Splicing footage into its correct order is a core mechanic. Did you prototype alternate puzzle styles, like audio editing or branching dialogue, and why did video splicing feel most emotionally impactful?

We knew we wanted to splice video together, specifically quite early in development. This is a game about movies, so we wanted some type of “movie” – even if just short clips – to underpin the narrative.


This is Surgent’s second title after Tales of Kenzera: ZAU. What challenges and creative opportunities came with shifting from a fully 3D narrative to a live-action blend?

It’s so cool to get to see Neil and Ben’s actual faces as they act. They are such talented actors in the games space, so it was a unique opportunity to see them as actors being and looking like actors. Technically, the live action sequences tie into the gameplay in a way that gives the player a lot of agency, so that makes it still feel really game-y even during the video sequences.


The Hollywood Hills mansion looks opulent yet haunting. What real-world references, like real mansions or film studios, inspired its design, and how did you amplify the atmosphere through set details?

The mansions that I’ve been able to visit while in LA for work are beautiful but bizarre. They’re such obscene displays of wealth, but they’re also very obviously built first and foremost for privacy. That really gives you an odd feeling as a visitor. We also wanted to play with the feeling of going from big spaces to small spaces and manipulating light and dark to give a strong sense that anything could be around the corner.


Dead Take is planned for PC via Steam this year. Beyond Steam, are you considering console ports?

We will also be on the Epic Games Store in addition to Steam. We’re open to console ports if the opportunity presents itself.

Dead Take
The Mansion In The Game Is Inspired By Real Hollywood Hills Homes Visited By The Dev.

Dead Take shines a light on the more disturbing realities behind the film industry. From your perspective, do you see similar systemic exploitation within the gaming world, especially given how often developers' creative contributions are overshadowed or undervalued by publishers and large studios?

Definitely, this game is about the film industry on its surface, but we’ve always said it was about power and corruption in the entertainment industry as a whole. We’re specifically thinking about how creative or artistic work, when it becomes an industry with soaring amounts of cash and influence involved, can create a very specific kind of environment that turns people into pawns.


The use of known actors in Dead Take blurs the line between film and games more than ever. Was that a deliberate choice to highlight how both industries can romanticize and then quietly mistreat their talent?

We didn’t want to shy away from anything with this game. It’s basically the games industry making a story about itself; it’s going to be self-referential in the end.


In both film and game development, there’s often a tension between creative vision and business demands. Has your team faced any similar struggles balancing artistic expression with production realities?

We’ve been lucky enough with our first two games to feel very in control of our creative vision. That doesn’t mean we’re not aware of it happening for others, however. It’s a difficult balance, and we’ve all seen where it hasn’t gone right.


If Dead Take finds success, do you foresee seasonal content or episodic releases (a model borrowed from TV), or will the focus remain purely on standalone storytelling?

Dead Take was intended to be a standalone game, but as a studio, we’ve learned that flexibility and listening to our audiences is paramount. We’ll see what people say.

Dead Take
Dead Take Is Surgent’s Second Game After Tales Of Kenzera: ZAU.

Dead Take is a psychological horror game developed by Surgent Studios and published by Pocketpair Publishing. It is set to release on PC on July 31, 2025. We appreciate Abubakar Salim for answering our questions.

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Summary
[su_list icon="icon: plus" icon_color="#0F90CE"] Story Highlights Dead Take explores exploitation in Hollywood, inspired by real and shared industry experiences. The game critiques systemic issues in both the film and gaming industries. We interviewed Abubakar Salim, Creative Director of Dead Take, over email. [/su_list] Dead Take is a live-action psychological horror game from Surgent Studios that…

Mudassir is a seasoned journalist with a passion for uncovering the stories behind our favorite virtual worlds. Armed with a trusty notepad and a keen curiosity, he dives headfirst into the gaming industry's most exciting personalities. His knack for insightful questions and his ability to connect with developers and gamers alike makes his interviews a must-read. While on the lookout for the next person to interview, Mudassir keeps himself busy by writing news surrounding the gaming universe. Experience: 4+ Years || Senior Journalist || Education: Bachelor's in Psychology.

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