In the second installment of our Arcade Hang series, available for viewing on YouTube as well, TopMob Gaming spent some quality time with Abubakar Salim, a renowned actor known for his role in House of the Dragon.
As a devoted fan, I’m no stranger to recognizing Salim for his captivating portrayal of Alyn of Hull in the Game of Thrones prequel. Yet, beyond the silver screen, he’s also a mastermind in a different realm – the world of gaming. In his secret identity, Salim proudly leads Surgent Studios based right here in the UK, demonstrating a remarkable dedication to both acting and game development.
Salim’s initial video game, titled “Tales of Kenzera: Zau,” garnered the prestigious Game Beyond Entertainment Award at the BAFTAs. While this 2D Metroidvania explores themes related to grief and is deeply rooted in African mythology, Salim’s subsequent game undergoes a significant change in both mechanics and tone.
Titled “Dead Take,” this is a chilling first-person horror narrative that unfolds within the haunted landscapes of Hollywood. It features Neil Newbon and Ben Starr, along with several other recognizable actors.
Was it always the plan to follow Zau with something so totally different?
As a game enthusiast, let me recall a moment when we were brainstorming an exciting continuation, almost like a new chapter, within the expansive Zau universe. We were tossing around ideas, eager to see how it would be received. It turned out alright; it was decent, nothing too extraordinary.
After discussing with Pocketpair, I proposed the idea, “Given that you’ve launched your own publishing division and achieved great success with Palworld, and considering our own accomplishments, might there be an opportunity for collaboration between us?
At that very instant, the concept for something akin to ‘Dead Take’ sparked. I believe this encapsulates the essence of creativity, doesn’t it? It allows us to generate such imaginative ideas, even bizarre ones, and bring them into reality.
As a game enthusiast, I couldn’t contain my excitement when the green light was given for this epic project. So, here’s how I went about gathering the crème de la crème of the gaming world to star in our game:
First off, I sent out personalized invitations to my favorite game heroes, villains, and developers who have left an indelible mark on the gaming landscape. I wanted them to bring their unique charm and expertise to breathe life into our game world.
Next, I reached out to the community – the passionate fans who live, breathe, and dream games like we do. I invited them to audition for roles or contribute their creative ideas to help shape the game’s storyline, characters, and gameplay mechanics.
Finally, I collaborated with the studios that have produced some of the most memorable gaming experiences to date. These partnerships not only allowed us to tap into their wealth of knowledge but also ensured our game would be a true masterpiece that gamers worldwide would enjoy for years to come.
By weaving these elements together, I assembled an all-star cast and crew that would make any gamer’s heart race with anticipation – ready to embark on the adventure of a lifetime!
He mentions that he asks for many favors, essentially reaching out to people and saying something like, ‘Would you like to participate in my project?’
I recall speaking with Ben Starr, saying something along the lines of, ‘Hey buddy, would you like to join my upcoming production?’ To which he responded positively. I then told him that his character might come across as rather arrogant at times, and he agreed.” (Salim chuckles)
I proposed a fresh game concept to Neil [Newbon], saying, ‘Neil, would you be interested in joining this project?’ To which he replied, ‘Absolutely, count me in.’ I responded, ‘Wonderful. You’ll be portraying a character who’s quite desperate and in need of some serious work,’ I mentioned.
Essentially, that’s how everything began to take shape. I simply reached out to them, shared my idea with them, explaining that it was a darker perspective or approach to Hollywood that I intended to portray without any reservations.
Not only were they eager to participate, but their enthusiasm stemmed from appreciating its artistic aspect. To me, that’s the key factor. They embraced the idea wholeheartedly, placing faith in the concept. Incidentally, I consider myself incredibly lucky to be surrounded by friends who share this attitude.
As a dedicated fan, let me share my account: It was indeed a flurry of phone calls and favors being asked, mate! Here’s the twist – when I proposed this concept to Pocketpair, it’s important to note that none of the actors were on board with the game yet.
I casually mentioned that I wanted to include Ben Starr and Alanah Pearce in my project, assuming they’d be available. However, I secretly hoped they weren’t too busy.
Once the project was approved, Salim remembers, “We had seven months to make this game.”
Not only did they demonstrate their talent, but they managed to memorize numerous dialogues and scenes flawlessly – even without using a teleprompter. Their dedication in committing lines to memory is truly impressive.
As a lucky gamer, I can’t help but appreciate the fact that they’re the most active figures in the gaming world right now. It seems like there’s always something new they’re involved with, which makes it all the more astonishing that they took the time to work with me. Truly grateful!

The question seems to be asking about why the designers decided to have live-action cutscenes for characters that don’t appear in gameplay.
“Why were the actors only featured in live-action scenes during cutscenes, but not included in the actual gameplay segments?
“Budget,” Salim says with a laugh, before offering a more cerebral answer.
The game aimed to maintain an immersive experience for the player to the fullest extent. It seems that encountering a 3D character makes one feel like they’ve stepped into a virtual world.
In the games you play, you’ve already got a sense that you’re immersed within them, tackling various puzzles and exploring different settings. However, as soon as a character appears, there’s a moment of realization – ‘Ah, this is an animated character, it’s part of a game.’
He clarifies that contrary to what might have been desired, his intention was to create an authentic experience for you. This environment, complete with its challenges, is meant to resemble genuine life for you. Even the mannequins, though simple, he instructed the team to add a unique touch – each one features a real headshot of the actor.
He concludes by stating: “In summary, it continues to give a sense of, ‘Wow, this is genuine, this is truly happening.’ Indeed, many tales that served as inspiration for the game are based on real events or whispers from Hollywood. I believe it was crucial to portray this authenticity.
Dead Take is out now on Steam and Epic.
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2025-08-28 20:35