ADG Perspective

May-June 2026

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F I V E N I G H T S A T F R E D D Y ' S 2 | P E R S P E C T I V E 4 7 One important thing to remember is the movie is not the game. It is a world that exists within and around the premise of the game and the game represents just a part of that universe. Connecting the dots and filling in the blanks of where the game takes us and where the story needs to go was the challenge of Five Nights at Freddy's, as it is in most video game to screen adaptations. It became a big leap to give the fanbase a world they can see as a seamless expansion of the game and the lore. As the designer tasked with this challenge, I was joined by an amazing team of artists, builders and painters, led by Art Director Mark Terry. I wanted to start with taking the iconic images and details of the game and meticulously recreate them in a live-action setting. Working with set decorator Claire Sanchez to pinpoint those elements, we could then expand on the settings, making sure these elements belonged and didn't feel like they were stand-alone elements to connect viewers visually to the game. It became a sort of exercise in reverse engineering, and that's where the fun began. The success of the first film, having achieved what the fans had been waiting for, gave us confidence going into the second film. We knew our instincts were correct and we felt ready to take this franchise visually to the next level. And the opportunity and privilege to work with the same incredibly talented and visually creative team was key. I always like to start with one element and build from there, working outward to the overall design of Freddy Fazbear's Pizzeria. That starting point A. FREDDY'S PIZZERIA STAGE SET. EARLY PRISTINE CONDITION. SET PHOTO. B. FREDDY'S PIZZERIA STAGE SET. DECAYED CONDITION. SET PHOTO. B

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