MINDFRAME®
Sheet A-101
A-101 / Integrated Campaign · Brand Experience McDonald's × Netflix IP — 2025

McDonald's × Stranger Things

Turning friendship into the ultimate weapon — fans became active participants in the final battle for Hawkins, not spectators of it.

Client
McDonald's Spain
IP Partner
Netflix — Stranger Things
Role
Creative Strategy + Creative Direction
Year
2025
PL-01 / CASE FILM
The brief, in one line

Define McDonald's role in the final battle — earn a genuine place inside the story, not just presence in the moment.

How the case was engineered

Section A–A′ / 06 phases
01
Foundation
Business context

Maximum recognition. Zero badge value.

McDonald's Spain is winning — market leader, double-digit growth, more restaurants than anyone. But ubiquity hides a weakness: eating there says nothing about you. For a generation that uses brands as identity language, that silence is expensive.

02
Real problem

Everyone chooses it. Nobody claims it.

McDonald's isn't a commodity of product. It's a commodity of meaning — picked as a default, never as a statement. Visibility can't fix that; visibility is the one thing it already owns. It needed a role fans would defend, not another logo to scroll past.

03
Human tension

Fans don't want to watch Hawkins. They want to matter to it.

At a finale, fandom is reduced to a spectator sport — the world ends without you. People wanted in: to step inside the story and change the outcome, not consume it.

04
Load-bearing
Intersection

In Hawkins and under the arches, friendship is the weapon.

In Hawkins, friendship defeats the darkness. At McDonald's, it's the reason people gather. Both worlds run on the same fuel — and that shared ground is where the whole campaign is built.

05
Keystone
Idea

Stronger together.

Friendship as the ultimate weapon. Fans entered the final battle as players, with McDonald's as their base and connection as their armour. Not a sponsor of the moment — the ally that arms Hawkins for the fight.

06
Roof / built
Execution

Trays became battlefields. Streets became portals.

A limited-edition menu and collectible toys. An arcade game played on the tray. Outdoor turned into city rifts, closed by a radio mechanic. Creators recruiting their own squads. One idea, built into a universe.

Plates / Deliverables
PL-02 / McMenu phase film
Arcade — train for the final battle
Arcade — train for the final battlePL-03
Arcade game — train for the battle
Arcade — train for battlePL-04
Arcade game — the battlefield tray
Arcade — battlefieldPL-05
Menu and toys key visual
Menu & Toys KVPL-06
Menu key visual
Menu KVPL-07