Stranger Things: Tales From ’85 Builds a Fresh Animated Hawkins
- Project
- Graphic Design
- Drawn by
- Roma Murphy
- Issued
- Sheet
- A-208
Showrunner Eric Robles and his team pair angular character designs, energetic layouts and ‘80s horror lighting with a story set between Seasons 2 and 3.

Stranger Things: Tales From ’85 finds its visual identity in a careful balance: the characters should feel like old friends, while the animation and story need room to be their own. Set between the second and third seasons of the live-action series, it returns to the kids at a moment the original story largely skipped. For showrunner and executive producer Eric Robles, that reunion was part of the point. “It’s like I get to hang out with my friends again,” he says.

Robles and co-executive producer Ian Graham also had a narrow narrative path to follow. The series had to bridge the events of Season 2 and the opening of Season 3 without changing the characters in ways that would clash with what came later. Script coordinator Elise Bradley says the writers sometimes had to pull back from emotional or physical developments once they remembered where the characters were at the start of Season 3.
That constraint shapes the series’ smaller relationship stories. Mike and Eleven are newly reunited, and the animation can explore the early excitement of their romance before they’re an established couple. Dustin and Steve are at the beginning of a friendship that will grow into the Scoops Ahoy era; here, a separation from the main group gives them space to connect. Max and Lucas’s story fills in some of the shifts behind their later breakups and reconciliations. Will, meanwhile, is trying to recover from the previous season’s trauma, and a new friendship helps him see himself differently.

A threat that fits the gap
The story needed a paranormal danger with enough weight to carry an adventure, but the gate to the Upside Down had been closed at the end of Season 2. Reopening it would create a problem for continuity: a threat that mattered would need to leave a mark on the seasons that followed. Robles found a way around that by looking to Re-Animator, the 1985 horror film he remembered from childhood. He proposed that Hawkins Lab had experimented on tissue left behind from the Upside Down, which could then possess plant life.
Graham describes the leftover material as a “Pandora’s Box”: any fragment that survives can fuel another story, but destroying it can resolve the danger. That gives the animated series a threat connected to the original mythology while keeping its consequences contained to this stretch of the timeline.
The creatures also needed a visual link to the live-action monsters without simply repeating them. Character design lead Andrew Chesworth says the team built the new creatures first, then added recognizable cues such as a flower-like face with a mouth full of teeth or a skeletal humanoid silhouette. Those features make the connection legible, while the creatures’ forms remain specific to the animated series. As Chesworth puts it, “We didn’t want to just make a Demogorgon that’s a pumpkin.”


Recognizable characters, rethought for animation
The main kids were designed around the likenesses of the live-action actors, with the artists spending weeks refining their features. Supporting characters posed a different design challenge: some actors hadn’t granted likeness rights for the project. Chesworth’s team approached those roles as archetypes, designing each one from scratch around broad character cues. A science teacher might have a mustache and glasses; a well-dressed civic figure might wear a sharp suit. The aim was to communicate the character’s role without reproducing the actor’s face.
Nikki offered a chance to bring a new visual energy into Hawkins. The team drew on punk scenes across urban America to make her read as an outsider, and to set her apart from the town’s familiar styles. Dyed hair, patches, scribbled clothing, and torn fabric became the ingredients. Chesworth calls them timeless punk signatures; in the show, they also make Nikki look distinctly too cool for Hawkins.
To make the returning characters feel like themselves in motion, CG supervising producer Jason Meier says the team repeatedly revisited the live-action series. They watched for small acting choices, including eyebrow movements and physical mannerisms, and used those observations to guide the animation. The goal, Meier says, was for the characters to feel “real and tactile, like you could reach out and hang out with them.”




Layouts that keep the group in motion
Familiarity also comes from how the camera moves through scenes. The layout team leaned into the restless energy of the group: during bike rides, the kids weave through one another’s shots; in Mike’s basement, the camera circles the friends as they plan. Meier says the movement is meant to draw viewers into the group’s conversations, carrying a visual rhythm associated with the live-action show into animation.
The art direction separates its modern character shapes from its period cues. The designs use angular, geometric forms, while the environment and background art lean on earthy colors that recall E.T. and Poltergeist. When a monster arrives, the palette shifts toward greens, reds, and magentas, drawing inspiration from the original series’ posters. Chesworth compares the effect to the hard red lighting used in low-budget ‘80s horror films. High-contrast shadows push those colors further, making the threat feel heightened without making the whole show look dated.

That split—contemporary shapes paired with period lighting, color, and monster-movie references—gives Tales From ’85 a practical design framework. The series can evoke the decade and the original show without treating nostalgia as a surface filter. Its strongest choices connect visual decisions to story: the creatures grow from a contained threat, Nikki’s clothes establish her outsider status, and the moving layouts make the friend group feel active and close.
Robles was already years into making the animated series when he watched the live-action finale, but he still felt the loss of saying goodbye to the characters. Tales From ’85 answers that feeling by returning to an unfinished period in their lives. Its design challenge is to make that return feel familiar in motion and fresh in silhouette, while leaving the larger story able to continue where viewers remember it.
| Rev | Description | Date |
|---|---|---|
| A | Issued for reading | |
| B | Viewed 768 times | Current |