A mascot can appear in a film, greet you from a screen or stand beside a shop entrance. What changes when it can move through the space, notice you and respond?
On 8 September 2026, Dynamic Creatures emerged from stealth as Boston Dynamics’ official entertainment and hospitality partner. The announcement describes mobile, interactive character robots and work with a large theme park and retailer. Neither customer is named, and the announcement does not establish a scaled public rollout.
See the characters in motion.
The character is no longer following a script.
A filmed character gets a carefully chosen moment. A guest-facing character has to work with whatever happens next: a question, an interruption, a shy visitor or someone who simply wants to pass.
That makes behaviour part of the creative brief. How does it approach someone? How much space does it leave? When does it offer help, and when does it step back? These are design questions as much as engineering questions.
Give it a useful role.

The novelty of a moving mascot can earn attention. A clear role gives people a reason to interact again. In hospitality, that might mean explaining an experience, helping someone find their way or handing a question to a member of staff.
Those are possibilities, not confirmed features of the announced projects. The test should be whether the encounter helps the guest—not just whether the character can hold a conversation.
One personality, wherever you meet it.
For us at Notso AI, this connects to a question we explore through Brandbots: how can a brand remain recognisable when its character starts responding rather than performing?
The opportunity is continuity. A character on a website and a character in a venue could share the same manner, purpose and boundaries without offering identical capabilities. That is our perspective on the opportunity, not a claim that Notso is involved in Dynamic Creatures’ work.
Making a character walk and talk is an achievement. Making people glad they met it is the brief.



