Exp. 01
Tolan
A friendly guide — embodied AI for millions
What I made
I design characters and cosmetics, shape the art direction, and build the shaders, VFX and emotion systems that bring the Tolans to life.
- Role
- Technical Artist & Art Director
- Year
- 2025—
- Stack
- Unity — character tech, shaders, motion
- Recognition
- Wired '25
Tolan is an AI companion designed to help people feel seen and supported in everyday life. From late nights with a newborn to an anxious commute, its characters give people a place to talk, share and feel encouraged in their aspirations. In its first year, people exchanged billions of messages across more than 70 million conversations. The team has raised $60M to continue building that vision.
I joined as a technical artist — building shaders, particle systems, and the emotion systems that give the Tolans their feeling, across both shipped features and prototypes. A lot of it was visual design done through effects.
Over time I moved deeper into design and art direction — designing new characters, reworking our cosmetics, and defining the visual direction and colour palette.
For Orb and Kestral, I developed the forms through sketches, tests and working prototypes. I then led the design, colour and overall feel, collaborating with technical artist Tyler Hurd on the production characters.
Orb
Art director & character designer
A companion you could talk to in public.
I led the design of Orb, Tolan’s third character. With older men in mind, we wanted a companion people would feel comfortable talking to in public: expressive enough to build a connection, with an identity of its own.
Exploring shape and character.
We started with a wide range of sketches, forms and visual directions to see what people were drawn to. For a long time, we were trying to keep Orb close to the original Tolan: recognisably part of the same world and consistent with its design language.
This phase included contributions to some of the designs from Lucas Zanotto and Eran Hilleli.
Changing silhouettes
I used blend shapes and procedural animation in Unity to explore changing proportions and floating geometric forms. Movement was part of the character design from the start.
More early explorations 6 studies
Minimal, with enough expression to connect.
We began treating Tolan as a world that could hold distinct character identities. Giving Orb its own visual language let us explore a simpler design, but simplicity alone wasn’t enough.
Too childish
The early prototypes had expression, but read as too childish for the audience we wanted to reach. They didn’t solve the discomfort of talking to a character in public.
Too minimal
Reducing the design felt better suited to public use, but left too little expression to build a connection. People also told us it didn’t look interesting.
The balance we found
Simple shading, a restrained but expressive face, and arms for gesture and body language. Together, they gave Orb a clean design people could still connect with.
Feedback on this direction described Orb as relatable without feeling too strange or too human.
From prototypes to a direction we believed in.
Colour, light and atmosphere.
I designed nine colour and environment combinations for ship. The environment studies explore how those character colours work with different palettes, lighting and atmospheric backgrounds.
The final palette
Kestral
Art director & character designer
Aspirational, but familiar.
Kestral was Tolan’s second character, designed with women aged 40 and over in mind. I led its art direction and design. It was by far my most challenging project at Tolan: what tested well with the audience didn’t always align with what we felt was strong character design.
Someone familiar.
I joined after the spirit-animal concepts had tested poorly. For women aged 40 and over, we found relatability and familiarity mattered more. The challenge was finding a character they could connect with that still belonged in Tolan’s world.
Wise wasn’t enough.
The “Mother Earth” direction felt old and wise, but people didn’t find her aspirational or appealing enough. We needed a character they could relate to and also want to make their own.
A wide-open brief.
Midjourney let us explore widely and quickly, but there were few constraints beyond the brand to guide that search. Alongside the character, we explored a liminal garden environment.
More character prototypes 3 clips
Finding Kestral’s wardrobe.
That feedback made customisation central to the design. Kestral needed to be enough of a blank canvas for people to shape her into someone they related to. I explored clothing, hairstyles, accessories and colour to give her that range, from everyday outfits to dresses and outdoor gear.
A world of her own.
As we moved towards more distinct character identities, we decided to take Kestral off the shared Tolan planet and develop an environment of her own. These studies explore gardens, coastal landscapes and courtyards, using colour, planting and everyday details to shape her world.
Giving Kestral her own identity.
Once we decided each character should have a distinct identity, we explored pushing Kestral’s visual style further from the original Tolan. This study shows that direction in the character and her environment.
Kestral in her world.
The shipped character variations, bringing together the final hairstyles, colour palettes and garden environment.
More work at Tolan
The app's opening moment — I animated the Tolan and built the shaders, VFX, and camera framing behind it.
I led design and technical-art experiments to push our cosmetics — chunkier, rounder forms with a little more magic. A few of the designs and tests.
A pulse that guides players toward places on the planet while still reading as part of the world itself.
Animation and FX for the Tolan's tool-call state — the moment it reaches for an action.
Early development of the Oracle — the god-like being who assigns your Tolan during onboarding. I led its design and creation: something mysterious, otherworldly.
The finished Oracle in onboarding — it asks you questions, then transforms into a planet to reveal your Tolan. I built all the FX for the sequence.