More than most video games, Until Dawn always felt destined for the big screen from the moment that it first had players pressing buttons. The premise of the 2015 hit is straight out of a horror movie, with a group of eight friends attempting to make it through a trip to Blackwood Mountain — the place where one character's two sisters disappeared a year prior, and where everyone is now looking for answers — alive. The cast boasted star power, including a pre-Oscar Rami Malek (The Amateur), plus Hayden Panettiere (Scream VI) and Peter Stormare (So Long, Marianne). Visually, there's also its pivotal third-person perspective. Something that Until Dawn featured as a game, however, that was unlikely to make the leap to cinemas: the choose-your-adventure approach to play. Interactive films exist, but the two best-known recent examples are each streaming releases: Black Mirror: Bandersnatch and Unbreakable Kimmy Schmidt: Kimmy vs the Reverend, both on Netflix. In adapting Until Dawn into a movie destined for the silver screen, so lurked the dilemma — aka how to nod to the butterfly effect-style element, where player decisions dictate the storyline. The answer came by still focusing on choice, and also nodding to the fact hundreds of endings are possible in the game, making selecting an option a move that requires careful consideration about where any path might lead. Enter the mechanism that's fuelled everything from Groundhog Day and the Happy Death Day films to Edge of Tomorrow and so much more: time loops. In the movie directed by David F Sandberg (Shazam! and Shazam! Fury of the Gods), and penned by Gary Dauberman (Salem's Lot) and Blair Butler (The Invitation), there's still a group of friends, a missing sibling and a remote setting. That said, neither its helmer nor one of its writers, both of whom first collaborated on Annabelle: Creation, set out to make a direct adaptation of the game, Sandberg and Dauberman tell Concrete Playground. "It's more like a new chapter of Until Dawn," advises Sandberg, who first made the leap to full-length flicks in horror courtesy of the short-to-feature Lights Out. "The game is so cinematic, we just didn't want to try to replicate that experience," notes Dauberman, a mainstay behind the scenes on The Conjuring Universe films, including Annabelle and its sequels — he directed as well as penned Annabelle Comes Home — and The Nun, alongside scripting IT and IT: Chapter Two. [caption id="attachment_1000992" align="alignnone" width="1920"] Stewart Cook/Sony Pictures via Getty Images[/caption] Here, then, the characters are different, and the absent sister as well. The cast fighting to survive has changed, too. As a film, Until Dawn steps into a new scenario also, although Stormare remains the link among the actors to its gaming beginnings. This time, it's Clover (Ella Rubin, Anora) who is in search of Melanie (Maia Mitchell, The Artful Dodger) a year since she was last seen. The rest of her travelling group — Max (Michael Cimino, Never Have I Ever), Megan (Ji-young Yoo, Expats), Abe (Belmont Cameli, The Alto Knights) and Nina (Odessa A'zion, Am I OK?) — have helping Clover as their main aim rather than finding Melanie, though. She's determined to look for her sister. They're eager to assist her with facing her trauma and moving on. Of course, no one expects that following Melanie's path to an abandoned visitor centre in a secluded valley will lead them to being stuck battling an array of killers in a time loop, and dreading an hourglass flipping again and again. When they all die, Until Dawn's latest figures just find themselves in the same place, yet caught in another scenario. Sometimes that plunges the movie into slasher-film territory. Sometimes it skews more supernatural. Sometimes, Clover and her friends are caught in a creature feature — and the list goes on. The only way for them to be free of the nightmare, and from an experience that hops between horror subgenres, is right there in the feature's title. Make it until dawn and the hellish ordeal ends. What excited Sandberg and Dauberman, other than being gamers themselves, about taking on the task of bringing Until Dawn to cinemas? That's where our chat with the pair started. From there, we dug into selecting the different subgenres, basically making multiple horror flicks in one, Stormare's return, and how you enlist a cast when their gig is to get murdered over and over — plus interrogating choice via time loops, calling out other films using temporal repeats, the current wave of successful video game-to-screen adaptations (think: The Last of Us, Fallout, The Super Mario Bros Movie and A Minecraft Movie) and more. On What Excited Sandberg and Dauberman About Adapting Until Dawn Into a Movie Gary: "I think the thing that excited us the most — I'll speak for me — but was really being able to do a couple different subgenres of horror within one movie. The game is really this cinematic experience that's a true love letter to the genre. We wanted to make sure that was captured in the movie, and do that ourselves with the movie. And so that was really exciting. So then it just became about, 'well, how are we going to do that?'. Because it's not going to be a direct adaptation of the game — because, as I said, the game is so cinematic, we just didn't want to try to replicate that experience. So it was really about, 'okay, how can we stay true to the game, the world and all that, but also be able to do our own thing as well within the genre?'." David: "And what excited me was that Gary and Blair, they didn't try to just recreate the game — which was already so much like a movie and already cinematic. It's more like a new chapter of Until Dawn. And the fact that we have all these different horror genres in one movie. So I got to try out all these different things, including genres I'd never done before — like slasher or found footage. It was just a dream come true." On Deciding Which Horror Subgenres to Jump Between in the Film Gary: "It's interesting — Blair and I always had slasher first, and I think a large part of that's just because, I mean I know that's because of the game itself and the psycho mask and all that. And then I think it was just what could be different from slasher? We leaned into supernatural because that felt so different and a stark contrast to just the visceral kills of the slasher. So you just try to think of what's going to give that sharp contrast to whatever came before. Then you go supernatural, then you go right into body horror — which is super real and gross, whereas supernatural generally isn't that. That's the thought behind how it's laid out in sequential order, I guess." On Feeling Like This Movie Meant Making Not Just One Horror Film, But Multiple Horror Films David: "For sure, because it also, like schedule-wise and time wise, felt like we were trying to do six or seven movies in one. It was a challenge. It's a very ambitious movie for the time we had, so we had to do a lot of planning — and sometimes adapting on the day, where it's like 'okay, we're not going to have time to do all of these things, so we'll focus on what's most important to get'. So it was a challenge, but it was also the reason why I signed up for the movie — to get to do all of this. So I happily did it." On Making Dr Hill (and Peter Stormare in the Role) One of the Key Connections Between the Game and the Movie Gary: "Dr Hill, to me, was always the character I was most curious about in the game, and felt like he could be a great link, connective tissue, between the game and the movie. And he could really be the steward of the franchise, of these stories. He always felt like he's got more going on. And I think talking with the game developers and what they had intended with Dr Hill as well, it was a constant dialogue and conversation, so he just made the most sense organically to what they had in mind and what we had in mind to use. And plus, it's Peter Stormare. If you've got Peter Stormare, you want to use him every chance you get. So that was also a part of the decision. But from a storytelling aspect, I saw him as a great face of the franchise." On How You Build a Cast When the Gig Is to Get Killed Over and Over Again David: "We did a lot of auditions to try to find the right people. Michael, who plays Max, came recommended — he's worked with Gary before. But otherwise, it's just doing a lot of auditions and finding the right people who are not just good actors, but who are willing to go there, to these places. Because I had to warn the cast that this is going to be a challenging movie, like physically challenging and mentally challenging, because you're going to have to be wet and bloody and dirty and crawl through mud, and all of these things. And work nights and work in uncomfortable locations and all these things. But they were really up for it. And once we'd done all this extensive casting, they just worked as a team right away, just became instant friends and were just a pleasure to work with. And I know they really appreciated getting to do — like Maia was saying that in most movies and TV shows, she has to look pretty and perfect, and all these things. In this movie, you don't need to look perfect. You need to look like you've gone through hell. And you get to scream and let it all out. So they were more than up for it." On Calling Out How Popular Time-Loop Flicks Are in the Film — and Knowing How This Addition to the Genre Needed to Stand Out Gary: "We knew we didn't want to do the Groundhog Day-esque time loop. Happy Death Day does that so, so well and effectively. If we were going to do it, we needed to own it for us and make it different. So in a way, the knowledge of those made us just work against that — like going 'okay, we know that's out there, so we've got to do something different'. So that's kind of how we went. And then in terms of the subgenres themselves, it really was about the tropes within the subgenres that we were using as elements to each sequence — but not any specific movie per se." David: "Yeah, you don't want to shy away from some of these tropes, because you want people to feel like 'okay, now we're in this kind of film'." Gary: "Yeah, exactly." David: "But you try to subvert it so you don't know exactly what's coming, but you just need to feel familiar enough." Gary: "That's right." On Still Interrogating Choice, Even If the Film Can't Mirror the Game's Player-Shaped Storylines and Hundreds of Endings, in a Movie That's Also About Trauma Gary: "It was a really important element from the character standpoint of like, 'okay, the terror is new, but we're still here, we're still a part of this group'. And as the group starts to fracture a bit because they have different ways of how they want to go about solving this puzzle of how they're going to survive until dawn, I think it's about, one of the things is sticking together and surviving through trauma and leaning on each other to get through something — as opposed to just being off in a corner by yourself, because that's not going to get you through it, much like Clover was at the start of the movie. For Clover, for instance, she's someone who had to die over and over again in order to know how to live again. So that's kind of how we saw the character choices affecting the character arcs in the movie." David: "Yeah. And I thought it was so brilliant to have this restarting in the movie, because it does make it feel so much like the game — where you can play it several times and make different choices and see different deaths and different kills and stuff. And this was a way to get that in movie form." On the Film's Commitment to Practical, In-Camera Effects as Much as Possible David: "It's something I've always wanted to do. Since I was a little kid watching horror movies, reading all these books about effects done with latex and silicone — and makeup effects and all these things, something I've wanted to do forever, and this was a chance to do that. And I like when horror movies, in particular, do that. I'm not opposed to visual effects in any way, and there's visual effects in this movie, too, but we wanted to try to take practical as far as we could — and have things there for our actors to see and feel and react to, because it just makes it more fun for us. But I think the audience can feel that coming through as well." On How Sandberg and Dauberman's Working Relationship Has Evolved in the Eight Years Since Annabelle: Creation David: "Gary produced this movie as well. It all started with him, the project. So I guess you were more involved now. I mean, you were involved in all of Annabelle: Creation as well. So it's very similar." Gary: "I think it was similar, but I think we just got more comfortable with each other." David: "Yeah." Gary: "So I think it's evolved from that standpoint. But I think I just have a confidence in him that I don't have in a lot of people, so he's like a safe place for me. I just know that he's going to elevate whatever material I hand over to him. And so, yeah, I think it's just the familiarity and the comfortability that you oftentimes don't get in this business, because it's so transactional and it's new faces every time you go somewhere. So it's nice to have somebody who's consistent and constant." On Why Adaptations of Video Games Are Such a Focus at the Moment — and Striking Such a Chord with Audiences David: "I think it's because people who grew up with video games are now in positions to make to make and write these types of movies. And I think that really helps — because I think back in the 80s, making that Super Mario Bros movie, I don't think those people were gamers. Maybe they were, I don't know. So I think it's just like, for this generation or for us now, it's like 'well, of course video games are just as important as comic books or other movies or whatever'. So it's gotten to the respect that it deserves." [caption id="attachment_1000993" align="alignnone" width="1920"] Stewart Cook/Sony Pictures via Getty Images[/caption] Gary: "Yeah, and I think from a business standpoint, it's such an IP-driven business that comic books feels a little probably picked over. And so it feels like now the attention has turned to video games — and that IP, it's just been kind of sitting there. But as gamers, we've always known it's been — it's right there. You go do this stuff, give it the money and the time it deserves, and the talent. So I'm happy and excited to see that that's coming to fruition." David: "And games, of course, have become more and more cinematic, closer to movies as well." Gary: "Yeah, yeah, which becomes part of a challenge." Until Dawn released in cinemas Down Under on Thursday, April 24, 2025.