Blog · 2 October 2026 · 3 min · Pelikán · character · 3D · AI video

From logo to character. From character to star.

What you can do when a brand has nothing but a logo: Pelikán's path from a 2D mark to a talking 3D character in cinemas and on a giant LED.

Most companies have a logo. Few have a character.

A logo stays put. A character moves, talks, travels, and people remember it as someone, not something. The gap between the two used to be an entire animation studio. Today it's a decision.

What Pelikán started with

Pelikán is a travel agency. At the start it had a mark and a claim. Pelikán was a brand, not a character.

We didn't turn it into a hero in one go. We went step by step, and every step had to hold up on its own.

  1. Logo and claim. Pelikán is a mark.
  2. Head. The mark gets eyes. The first moment it looks back at you.
  3. 3D character. A body. It flies, surfs, waves.
  4. Film scenes. Destinations that look like cinema, not a catalogue.
  5. It talks. Lip sync, its own voice, a stadium.

Today Pelikán flies onto cinema screens in a 4K spot voiced by Zuzana Vačková. It hangs on the big LED on Landererova street in Bratislava, vertical, at 2160 × 3840. And it talks.

What that opens up

A character isn't one spot. It's an actor who plays wherever you need it.

Cinema, wall, phone. The same character in the cinema, on the street and in the feed. Its face doesn't change depending on who's making it that day.

Destinations without flying a crew. A travel agency sells places. Pelikán gets there in a film-like scene without a camera having to fly to each one.

Voice. When a character speaks, it stops being an illustration. It gets a personality. And with a personality you can run a campaign, not just a banner.

Everyday production. Alongside the spots we built Pelikán its own AI app for banners and spots. So the character doesn't live only in big campaigns, but in everyday communication too.

Where the real work is

An invented character has one advantage and one problem. The advantage: you can do anything with it. The problem: so can the model.

AI likes to improvise. Every new scene is a temptation to change the shape, the colour or the proportions a little. After ten scenes you have ten slightly different pelicans. Nobody would call it a mistake. But nobody would recognise it anymore either.

That's why Pelikán has a canon: rules for how to draw it. A new scene doesn't start from a description, it starts from approved references.

And one more thing the client doesn't see but will feel: image first, motion second. Only an approved shot gets animated. Otherwise we'd be animating a mistake and paying for it twice.

The same goes for formats. Cinema is horizontal, the wall on Landererova is vertical. We don't make two different characters for two surfaces. First there's one approved scene, and the next format is derived from it. Pelikán in the cinema and Pelikán above the street are the same bird, with the same beak and the same look.

What you need

A logo. And an answer to one question: how would your brand behave if it could walk?

The rest is craft. Drawing, camera, light, voice, editing. It just no longer takes five companies negotiating with each other over what the beak should look like.

It isn't a quick shortcut. Pelikán got its eyes, body and voice gradually, step by step, and each was a separate decision. But it's a path that's now open even to a brand that, until now, only had a mark in the corner of a flyer.

Have a logo that could start acting? Write to hazelnut@epicproduction.sk or call +421 904 146 414.