Until Dawn

Although “Until Dawn” may not be as universally recognized as “Minecraft,” it boasts a dedicated fanbase that appreciates its horror survival gameplay. With director David F. Sandberg and screenwriter Gary Dauberman being avid fans of the game, they seem like an ideal duo for the adaptation project. Sandberg’s previous work on hit horrors such as “Lights Out” and the successful “Annabelle: Creation,” both written by Dauberman himself, showcases their compatibility in creating terrifying tales. Furthermore, Dauberman has a history of adapting cherished horror stories, having co-written both installments of the popular “It” series.

Experiencing the fresh narrative within the expansive world of “Until Dawn” isn’t about remaking or restarting the story. Before its debut, creators Sandberg and Dauberman clarified the movie’s position in the series, shared hidden references (easter eggs), and hinted at possible future installments.

How did you figure out how you wanted to adapt “Until Dawn” into a film?

Initially, I had a conversation with my collaborator, Blair Butler, about the video game itself. Given its cinematic nature, we felt it was unnecessary to replicate our previous experiences of enjoying it on our sofas. Instead, we brainstormed potential characters for a fresh narrative and considered how we could expand the game’s scope by embracing the influences of the genres it embodies. Our aim was to capitalize on these elements in the upcoming movie.

This movie was filled with practical effects. How did you land on that decision?

Sandberg: For as long as I can remember, my ambition has been to create a film like this one. Horror movies have always captivated me, and I’ve always had an affinity for practical effects and latex-blood scenes. During the pre-production phase, there was often discussion about visual effects, with people saying things like, “This part will definitely be handled through visual effects, won’t it?” I would respond, “No, no, no, we can handle it this way,” only to face, “But that’s still going to need visual effects, right?” “No, no, no.”

Visual effects have their place, but there was an assumption that a lot of the work would involve them, given current industry practices. However, our movie does incorporate visual effects as well – we didn’t shy away from them entirely. But, whenever possible, we aimed to rely on practical effects and use our wits to make it happen. It’s immensely rewarding when the plan comes together, just like they say on “The A-Team.

What were some elements you knew had to be in the film for fans of the game?

In my perspective, Doctor Hill stood out as a character that, being a fan of the game, I believed could offer more insights. Collaborating with Peter Stormare, who portrays him, was an opportunity I eagerly anticipated. The Psycho mask, a distinctive visual aspect of the game, was another element we wished to preserve in the film. Furthermore, it was the overall essence of the game – the chills, the excitement, the enjoyment – that I felt we wanted to emulate with our movie adaptation. Essentially, the experience of playing the game is what we aimed to recreate on the big screen.

Working alongside Peter felt like a lifelong aspiration for me as a fellow Swede. He’s always been our Swedish icon, watching his movies such as “Fargo,” “Armageddon,” and “Jurassic Park” in theaters. I penned him a letter in Swedish, convincing him, and he was fully on board with it.

This is a super gory movie. How did you land on how bloody you wanted it to be and what you wanted the viscera to look like?

Sandberg: One enjoyable aspect of this game is its graphic depictions of violent deaths, which can be replayed with various choices leading to different outcomes. Given that the game’s creators put in such effort, we felt compelled to match their work rather than tone it down. I was thrilled to embrace these intense scenes because they make the game more engaging.

How many Easter Eggs did you plant in the movie? Have they all been found at early screenings?

Dauberman: So far, it’s been a small group that’s seen it, but I’m not sure if they discovered all the hidden elements. The exciting part was we hid some in the script, David added some, and Jen Spence, our set designer, contributed her own. To be honest, I’m not even certain I found them all myself. It felt like a relay race, with everyone drawing inspiration from the game to plant these Easter Eggs, which can be really enjoyable to search for.

Is there one particular nod to the game that you enjoy the most?

As a cinephile and avid gamer, I appreciate how the creators cleverly incorporated the Restraining Chair into our cinematic narrative. Although it’s a minor element in the game, they managed to craft an engaging scene around it that adds depth and excitement to the overall experience.

Absolutely, I find that appealing. Some points made by Hill resonate with me, though I’d rather not reveal them just yet.

You both were brave for doing a Reddit AMA before the movie came out to talk with fans. What has it been like to manage expectations before it was even released?

Sandberg: The most important thing is to communicate that our production isn’t a reboot of the game, but rather another addition to the series. It takes place within the same universe as the original, so it’s more like a continuation than an exact repeat. We’ve been focusing on making this clear to avoid confusion and ensure viewers don’t expect one thing and receive something else. We aimed to create a sequel that fans of the game can appreciate and recognize connections with, while still being accessible for those who haven’t played it. I believe we achieved that balance.

Dauberman: I really enjoy interacting with fans. Since I’m one of them myself, I understand how it feels when leaked movie details surface and you wonder things like, “Why did they choose that?” or “What’s happening here?” So, I anticipate their questions and aim to respond in a way that satisfies them, while also making sure they realize I approach this from a fan perspective. You know, I’m passionate about the game. It’s exciting to be able to build upon something I love and integrate it into a larger universe. Here’s hoping we get a new game out of it!

Have there been any discussions about doing a game with these characters?

According to my discussions with the developers, there seems to be a possibility of creating another game. Throughout our writing process, we were exchanging ideas with them about the broader storyline of the world. It was an engaging dialogue, and I’m optimistic that the project will move forward.

At the end of this movie, the door is left open for a sequel. Have you talked about ideas as to what that might look like?

As a die-hard fan, I’m constantly finding myself exclaiming, “I can’t wait to wrap up this horror flick and then contemplate my life before sinking into an eternal slumber.” However, there’s an abundance of untapped potential here! With various horror genres and tropes at your disposal, the possibilities for fun and creativity are endless. You could introduce new characters or continue the journey of existing ones in different settings. The sky’s the limit, but for now, let’s take a well-deserved break.

As a movie enthusiast who’s had the pleasure of collaborating with David, I can’t help but share my vision for future projects. Instead of creating games in one realm and movies in another, it would be fascinating to blend these worlds into a harmonious narrative. Imagine if they were all simmering together in the same pot, each contributing unique flavors yet never feeling disconnected or on different paths. That’s what I yearn for – a continuous storyline that grows richer and more engaging with every step, bridging the gap between games and movies. This would be my dream scenario.

Gary, you’re working on the “Gargoyles” reboot. It’s a Disney property, but you tend to work on very dark projects. Do you feel like this is going to be more sinister than people expect?

Indeed, another cherished intellectual property! The revamped “Gargoyles” series… Originally, the show was quite somber due to its serial nature and mature themes, with an operatic feel and a grand narrative. I’m hoping this new version captures the same atmosphere that viewers experienced in the late ’90s. I fondly recall those half-hour episodes immersing myself in their world. I’m eager for us to recreate that experience. It’s quite exciting, really – a true pleasure!

Watch the “Until Dawn” trailer below.

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2025-04-26 02:18