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Stranger Things: Tales from '85 — Netflix × Evade integration thumbnail
Brand Integration · 10-Day Campaign

Stranger Things
on Roblox.

Client Netflix
Property Stranger Things: Tales of '85
Role Studio of record · Featured creative partner
Year 2025
The brief

Show up where Gen Z already lives — and make the show feel native to it.

With the release of Stranger Things 5: Tales of '85, Netflix needed more than a marketing push — they needed presence on the platform where their audience spends real time. Roblox.

The window was 10 days: long enough to make a campaign feel substantial, short enough that every minute of player time had to count. The challenge wasn't just to drop a logo into a game. It was to translate the world, the tone, and the unmistakable atmosphere of Stranger Things into something Roblox players would actually want to play — and finish.

We led the creative direction, the experience design, and the live operations across the entire campaign window — from concept through launch through end-of-window data delivery to Netflix's marketing team.

The experience

Hawkins, rebuilt block by block.

A custom branded environment, scripted set-pieces, original challenges, and IP-faithful character integrations — engineered to feel like Stranger Things, not like an ad pretending to be Stranger Things.

"Inftech turned a 10-day window into a brand moment — the kind of integration that doesn't feel like a campaign, it feels like a place fans showed up to be apart of."
[ CREATIVE PARTNER ]
Behind the build

A 10-day window. Weeks of craft.

[ Concept art · environment pass ]
01 / Pre-production
Translating canon to blocks.

We worked directly with Netflix's brand team and the Stranger Things show creatives to lock visual language, character licenses, and the must-have story beats. Reference packs, environment moodboards, and lore alignment came first — before a single asset was modeled.

[ Wireframe · player journey ]
02 / Experience design
Designed for completion, not exposure.

Brand integrations live or die on whether players actually finish them. We built a 12-minute story-driven loop with three branching paths, calibrated for Roblox's median session length and reward-pacing expectations.

[ BTS · live ops dashboard ]
03 / Live operations
Ten days of every-day ops.

Once live, we ran daily ops: player sentiment monitoring, hot-fixes, server scaling, and a real-time metrics feed back to Netflix's campaign team. No fire-and-forget — we operated this like the campaign it was.

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