- Set Tour
- Season 1
- Episode 19
‘Stranger Things’ Season 5 Set Tour Part 2
Released on 01/02/2026
[intriguing upbeat music]
Hello, I'm Chris Trujillo.
I'm the production designer on Stranger Things.
I've been with the show since the beginning
and we are in our fifth season.
I'm excited to show you guys around.
[upbeat music]
We are standing at the entrance to the Pain Tree.
This is one of the most unique sets we've ever built
and one of the most epically gross.
This is our entrance way,
I like to call it our esophageal hallway
where we enter into the belly of the beast.
All of this is an enormous foam sculpture
essentially with metal infrastructure.
What we've done essentially is physically realize
the concept art, creature vision of Michael Maher,
who's our head concept designer.
And this in season five is where we find
Vecna puppeteering his monster essentially.
We have an incredible sculptural team this year.
Alex Sherrod is our lead sculptor.
We took all of our cues from organic matter.
We did some very deep dive disgusting research
into internal organs, flayed bodies, you name it,
to figure out how to achieve all of these
deeply unsettling organic textures
and to give this sense of being inside the body
of a creature.
Season to season, we've kind of upped the ante on the horror
and we've also played with different genres of horror.
I think the first season was maybe more Spielbergian
and then we started to veer a little more John Carpenter,
things were getting a little more terrifying
and we all love David Cronenberg's films
and that sort of body horror vibe.
And I think always staying within the bounds of something
that's watchable to, you know, a teenage audience.
[chuckles]
The sets obviously reflect that sort of darkening
of the storyline and this is sort of at the apex
of that evolution in the horror of Stranger Things.
All of these spikes are designed
so that they can be literally lifted up with two people,
clearly not with one person.
Two people can get together
and in seconds lift these spikes up, carry them away,
and we can roll a techno crane into place.
That enormous esophageal hallway
that we walked through moments ago
is actually all built on a deck system
so that when necessary we are able with just a few people
to grab a hold of the sides of it and break it apart
and separate it and bring a technocrane
right in through the middle.
Another added challenge to the whole design process was
each of these columns is meant to encapsulate
and contain a different child
who's being sort of psychically used to fuel the monster.
You'll see here we have our dummies in currently,
we had custom made dummies
to match all of our children actors,
and the section right in front of them is a membrane.
These are all designed in collaboration
with our special effects team to be tearaway.
So a person inside the column is able to push through
this organic membrane and break through it
and free themselves.
It's pretty gruesome,
but it's actually really beautiful in action.
[eerie music]
[Will gasps]
[upbeat music]
We wanted to show what the golden age of radio
would've looked like.
So architecturally we took our cues from this art deco style
that was really prominent
and popular in the early days of radio.
I presented to Duffer Brothers,
as I always do when designing a new set for the first time
with a very lengthy lookbook
that showed them all of my ideas.
And in that lookbook, one of the images
that they really responded to was a picture of the exterior
of an old radio station,
and that's the radio station that as kids
we would drive by and see.
And it was part of the inspiration
for writing the set into the script.
They were gracious enough to let
my Supervising Art Director Sean Brennan and I
come and pay them a quick visit.
There's all kinds of little details that were very specific
to the functioning of a radio station
that I might not have necessarily considered,
even down to something as mundane
as this copper stripping on the floor.
This was all part of a grounding system
because there's obviously a great deal
of electrical current running through a radio station.
The DJ booth we knew would be central to our business
in the radio station.
We talked to a lot of folks who had personal experience
as broadcasters back in the time period,
and to make sure that everything we have electronically
and the way we laid it out is as accurate as it can be.
The history is also present in the design here.
And in the set you can see obviously the bones
of the set are this, art deco era radio station,
but kind of slowly became Hawkins Rock Radio Station.
We really wanted to make a space that was continuous
with the overall vibe of our show,
which is, colors are saturated, but tones are muted
and there's a texture to everything,
even the corner of a wall.
This is not necessarily the most beautiful thing
in the world, but as a design choice
it sort of informs the overall lived inness
of the world of Stranger Things.
All of these are sort of these transmitters.
We couldn't buy this stuff
so we painstakingly surveyed all of it
and we were able to recreate down to like rivets and logos.
It's an exciting day for me.
Your friend entertainer and DJ Robin Buckley.
Nice to meet you. AKA Rocking Robin.
[upbeat music]
Over here in our kitchen, we knew that we needed a space
for our characters to hang out and refuel,
so we kind of repurposed
what is essentially like the machine shop
of our radio station.
And this is another place where our set deck team shines
and our graphics team really shines.
We will literally go and buy a lot off of eBay
of original 40-year-old cheese puffs, cheese curls,
and when that is not possible, we always make sure
that we recreate our boxes accurately.
We had another very specific scripted element
where our gang needed to have a secret hideout.
We have this mechanical room that you enter into
and it doesn't go anywhere.
This door goes back out into the first floor,
but we needed a secret door
to get us into the gang secret layer in the basement.
So came up with this idea.
And voila, our entry into the basement set.
[upbeat music]
[electricity buzzes]
We were able to build from the ground up
the entire exterior radio station,
which was a massive undertaking
and we even built the bottom 60 feet
of the transmission tower
because it factors in pretty heavily into the action.
[upbeat music]
I just wanted to take a quick minute to show you guys
the upper portions of our radio tower,
which we have here on stage.
As you can see, we've built the middle
and top of our towers all out of steel.
Our actors are climbing up them
in these very intense climactic scenes.
And again, you can see we're covering the towers with vines
because of course we have to have our tower
in the Upside Down as well as in the right side up.
[upbeat music]
So now we are in the Hawkins lab basement tank lab.
Conspicuously absent is our tank.
We are actually in the process
of running a special effects test on it
because naturally we have to blow the glass out of it
and have water flood out into our set.
As you can see, we are in the Upside Down for the first time
in Hawkins lab basement.
These are our tried and true vines.
This is our medium vine. These are our little vines.
Essentially the core of these is just a pool noodle,
like what you would play with in summertime.
And inside that there's a metal wire armature
that allows 'em to be manipulated.
And then around the outside
we wrap a sort of resin soaked fabric
that then gets painted with tinted rubberized paints,
which create this kind of permanent shine
and make them very cleanable, which is essential
'cause film sets get very dirty and dusty.
Additionally here you can see our scenic department comes
and this very essential finishing touch
to making the vines feel like they're actually growing
on the surfaces.
[wind whooshes]
It might be time to get a maid, Wheeler.
And I think at some point our special effects department
told me that we had just hundreds of miles of vines.
Evidently we actually were a big boon
to the pool noodle industry generally,
and maybe one specific manufacturers
of pool noodles are still around today
because of the Upside Down vines.
As with everything Upside Down related,
there's always a layer of visual effects
that lends everything a little more gravity than
what it may look like in a sort of
just a brightly lit working environment.
So it may not seem like the realist thing
in the world right now,
but once lighting and special effects atmosphere
and then of course a visual effects layer
gets added to it all
that's what really brings it to life.
[eerie music]
Oh shit. That's not good.
[ominous music]
We are in the hallways of Hawkins lab.
It's been part of the show
since the very beginning of the series.
This season the lab is in the Upside Down,
and it's in a very uniquely supernatural state.
So one of our biggest challenges this season was
trying to figure out how do we represent a building melting
in a supernatural way.
And to that end, we arrived at this.
The building is sort of melting from the top down.
We designed our hallways in a way where
as you're progressing through the sets,
the melt is getting more and more severe.
[eerie music]
So one of the things that was exciting for us this season
was that we are gonna be able
to finally build Hawkins lab on stage,
and previously we've had to work
within the confines of the practical location
and it was important to us that we be faithful
to the practical location
that we've all come to know and love,
all of the architectural conditions are dead match
to the location only obviously
with the added surreal madness of the melt.
If you look out here,
we have what's called a Brizo lay panel,
which is essentially these giant metal panels.
They're kind of a really essential aesthetic element
of the building and actually one of the reasons
why we chose the location to begin with
and I think why it's so iconic.
And we were fortunate enough to be able
to harvest the actual panels from our location,
which sadly has been demolished.
We spent months drawing and playing with different materials
and trying to decide how are we gonna create
these big organic shapes.
All of these walls are actually two to three feet of foam,
which our sculptors then came in
and carved directly into
for then pouring various foams over top of those
to kind of get these more natural undulations
and puddles and pools.
And I was particularly interested in references
of these sort of bubbling natural mud pits
that you see in different places in the world.
So that ended up being a sort of guiding reference
for the finished look of the melt of the goo,
as we've come to call it.
We have many different material finishes,
so you've got the metal melting,
and in some instances we've got the plastic
of the lights melting.
So it was a lot of fun for our paint department
to figure out how to represent
all of those different materials in their melted form.
Oftentimes, you know, camera,
the director of cinematographer,
they want to get something interesting in the foreground.
To that end, we've got a good dozen of these
that you know, on a moment's notice we can kind of shift it
and get it in front of camera, reposition it,
affix it to the ceiling,
and now you've got some interesting foreground,
because the nature of the architecture inside Hawkins lab,
it's very sort of monotonous
and each floor is essentially the same
as the floor below it.
So to be able to kind of sell this space
as multiple different levels of the lab, it was necessary
to make elements like this that are movable.
[upbeat music]
I thought it was worth making a brief stop here.
This is our melty set,
and what makes this one particularly special is
this is one of two sets.
We have a scene in which a couple of our characters
are trapped inside a room
and the walls start to actively melt.
This is the after version of that set
where everything has dried and the day is saved.
But we also have the water retaining set
that, you know, was designed by special effects
to hold thousands of gallons of the goo
in an active melt scene.
This is the set that corresponds
to the solidified melty goo set.
Up there you can see the tank,
there were six of those tanks ready to pump 13,000 gallons
of goo into this set with our actors sloshing around in it.
[upbeat music]
Prior to this season,
we've only seen Hawkins lab roof from aerial shots.
This season it was essential
that we'd be able to get up on the roof.
And this I think is a really excellent example of the things
that I've enjoyed the most
in terms of the creative construction of this stuff.
It's equally impressive to me as a designer
that we have craftspeople
who can carve these beautiful surreal sculptures.
And then we have craftspeople simultaneously
who are recreating,
I mean to the most subtle textural detail,
the actual reality of what's going on at the location.
I mean even something as sort of humble
as the floor here required quite a lot of thought
and craftsmanship to recreate the sort of layers
of years and years of a building
sort of deteriorating in the elements.
[upbeat music]
We're stepping in now to
what is essentially downtown Hawkins,
which we know and love from previous seasons,
but this year the military has shut it down
and you can see the cataclysmic rift situation
of season four left the town in shambles.
Our building facades here,
we directly one for one recreated our downtown block
from location in Jackson, Georgia,
and now the military has gone to great lengths
to create an access port into the Upside Down.
[ominous tense music]
My first thought went to my experiences in New York.
When you see historic buildings that are being preserved,
when a facade needs to be preserved,
oftentimes you'll see this enormous steel architecture
that's sort of built around the historical facade
in order to retain it while work is done on the inside.
This architectural arch we have here,
that is a giant supernatural membrane gate
into the Upside Down.
So it's important for us to make something obviously
that looks really interesting and has a heaviness
and shows without any uncertainty,
a very intense cold military presence.
All of our designs are based on research
into what these sort of mobile
and modular military installations look like
when the military is setting up a temporary operation
in a foreign country, in a war zone,
or just generally anywhere in a disaster area.
And we are always working
within the realm of budgetary realities.
We essentially bought and reclad
and purpose fit all of these old shipping containers
with military hardware.
And this is the first time we've ever done such a large
and like semi-permanent blue screen
as you can see this giant blue wall
also built of shipping containers,
that is essentially allowing VFX
to extend the world of Hawkins beyond our backlogs.
We knew that quite a lot of our business here
was gonna be at night,
and we always collaborate very closely
with the camera department, with the lighting department
to figure out what's gonna kind of work best for everybody
so that we're getting the most interesting,
most period appropriate practical lighting
that we can to have on camera
and simultaneously give them the motivation they need
to light a massive night scene,
which is no small feat obviously.
And we knew we wanted Hummers.
Hummers were actually fairly new to the middle eighties
and all of the accoutrement on the Hummer,
all of that stuff was painstakingly found
to make sure that even the vehicles
that our characters are driving around in
are as period correct as they possibly can be.
Way back in the beginning of Stranger Things,
we actually ended up landing on Jackson, Georgia
because the architecture as it existed
was still pretty near a time capsule,
so we had to obviously redress windows.
We had to add some details to the facades.
Over here we've got Royal Furniture Co.,
named in honor of Jess Royal, who has been with me
and been the set decorator on the show
since the beginning as well.
Stranger Things has to pay homage
to the electronics giant of the eighties, Radio Shack.
It briefly moved over to the mall,
but actually this season we get to kind of bring it back
and they reopening in downtown Hawkins.
[gunshots popping]
The Radio Shack.
If We move quick enough, I think we can make it.
Get into the tunnels and get the hell out of here.
Okay.
[upbeat music]
Stranger Things has always been especially gratifying
as a production designer and in so many ways.
It is the type of project you dream of.
[upbeat music]
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