How McDonald’s Became Part of the KPop Demon Hunters Universe

America post Staff
5 Min Read


KPop Demon Hunters conquered the world in 2025. The animated fantasy film’s blend of comedy, action, and supernatural horror broke Netflix viewing records and won two Academy Awards.

Eager fans thought they had to wait until the sequel drops in 2029 for more action. Little did they know that McDonald’s and Wieden+Kennedy New York had collaborated with Netflix on a new official chapter in the epic rivalry between Huntr/x, the girl band demon hunters, and the demon-in-disguise boy band, Saja Boys.

Inspired by McDonald’s “Famous Orders” platform of celebrity-curated meals, the campaign injects the fast-food joint into the KPop Demon Hunters universe — a battle between the bands to attract fans to their respective meals. Will they pick Saja Boys’ breakfast of Spicy Saja McMuffin and hash brown, or team Huntr/x’s chicken nuggets with Ramyeon McShaker Fries?

Featuring the real characters and cast of the hit movie and animated by the film’s creators, “Battle of the Fans” pictures the bands promoting their meals at an exclusive fansign event. Bringing the phenomenon into the real world, fans can ‘pick a side’ and buy either meal, with each featuring a QR Code Card directing them to exclusive content, merch, and social media.

The global campaign spans the U.S., Canada, Australia, New Zealand, and Latin America, and includes a Rolling Stone digital cover takeover, high-fashion billboards in New York’s Soho, a yet-to-be-announced secret collaboration, and an immersive event in Los Angeles.

The idea was to turn fandom into participation, explained JJ Healan, McDonald’s vice president, U.S. marketing, brand, content, and culture, to ADWEEK: “Across different media, you’ll see both bands trying to convince fans to try their respective meals.”

“By making McDonald’s the stage for the battle, every touchpoint — from ordering to unlocking content — becomes a way for fans to engage with the rivalry. It creates a ‘no dead ends’ loop where physical actions drive digital experiences, and vice versa,” she continued.

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