

Stack Mates toy
Brand Commercial

Stack Mates toy
Brand Commercial

Stack Mates toy
Brand Commercial
YEAR Q2 2026
CLIENT tokotomo × Born to Play
ROLE Director & End-to-End Producer
FORMAT Brand Commercial · 30s
YEAR Q2 2026
CLIENT tokotomo × Born to Play
ROLE Director & End-to-End Producer
FORMAT Brand Commercial · 30s
Stack them, swap them, collect them all — a 30-second spot that turns a pocket-size collectible into worlds kids build anywhere, alone or together.
Stack them, swap them, collect them all — a 30-second spot that turns a pocket-size collectible into worlds kids build anywhere, alone or together.

Stack Mates is a collectible. You stack the characters, drop a spiral straight through the tower, swap their accessories, trade for the ones you're missing — and every pack is blind, so you never know who's inside. The slogan says it plainly: Great Alone, Better Together — Collect Them All. My job was to take that one line and turn it into something a kid can feel.
The brief was live action: the toy in real life — how it's held, how it's played, how it physically works. That was the hardest part — making the real mechanic read true on screen: the spiral threading through a character and spinning down under gravity, a tower that climbs and holds.
I show childhood everywhere it actually happens: a treehouse, a beach, a bedroom floor, a backyard, the steps outside school — much of it outdoors, in warm, living light, so the toy feels alive in the world instead of plastic on a shelf. Different kids in every frame, on purpose, so whoever's watching finds themselves in it. And the play goes wherever they go — from a sandbox to outer space.
Because the real idea under the slogan is connection. Kids swap, trade, build towers together, and invent whole worlds as they play — worlds that exist only because two kids dreamed them up across a table. Underneath the color, a second audience too: the parent watching. Every location is a small act of memory — that was my treehouse, that was my summer — and more than nostalgia, the wish to hand their own kid that exact kind of afternoon. The film is built to make a grown-up ache for it and reach for it at once.
So I ended it quiet. After thirty seconds of pure energy — one girl at night, a printed checklist in front of her, found ones ticked and the gaps still open. She opens one last pack, and it's the one she's been hunting. She holds it like she'd been waiting for it. This is the one I needed. Because it was never about plastic. It was about that moment.
Stack Mates is a collectible. You stack the characters, drop a spiral straight through the tower, swap their accessories, trade for the ones you're missing — and every pack is blind, so you never know who's inside. The slogan says it plainly: Great Alone, Better Together — Collect Them All. My job was to take that one line and turn it into something a kid can feel.
The brief was live action: the toy in real life — how it's held, how it's played, how it physically works. That was the hardest part — making the real mechanic read true on screen: the spiral threading through a character and spinning down under gravity, a tower that climbs and holds.
I show childhood everywhere it actually happens: a treehouse, a beach, a bedroom floor, a backyard, the steps outside school — much of it outdoors, in warm, living light, so the toy feels alive in the world instead of plastic on a shelf. Different kids in every frame, on purpose, so whoever's watching finds themselves in it. And the play goes wherever they go — from a sandbox to outer space.
Because the real idea under the slogan is connection. Kids swap, trade, build towers together, and invent whole worlds as they play — worlds that exist only because two kids dreamed them up across a table. Underneath the color, a second audience too: the parent watching. Every location is a small act of memory — that was my treehouse, that was my summer — and more than nostalgia, the wish to hand their own kid that exact kind of afternoon. The film is built to make a grown-up ache for it and reach for it at once.
So I ended it quiet. After thirty seconds of pure energy — one girl at night, a printed checklist in front of her, found ones ticked and the gaps still open. She opens one last pack, and it's the one she's been hunting. She holds it like she'd been waiting for it. This is the one I needed. Because it was never about plastic. It was about that moment.




APPROACH Hybrid pipeline — live action, 3D and AI. I built the characters in 3D to lock their real geometry and mechanics, textured them, and used those models to drive accurate animation — so the spiral, the stacking and the spin behave exactly as the physical toy does. A toy spot that sells a feeling, not a feature list — the thrill of the unknown, and the ache of remembering when finding one was everything.
EUGENE STADOLNIK
EUGENE STADOLNIK
CONCEPT, DIRECTION, AI PRODUCTION, COLOR & SOUND — END TO END.

get in touch
" I don't make toy ads — I build little worlds kids want to live in."
Open for commercial direction, creative partnerships, and ongoing collaboration with kids & toy brands. .
Whether you need a director to helm a launch, or an end-to-end engine to take a concept from idea to screen — let's talk

get in touch
" I don't make toy ads — I build little worlds
kids want to live in."
Open for commercial direction,
creative partnerships,
and ongoing collaboration
with kids & toy brands.
Whether you need a director to helm a launch,
or an end-to-end engine
to take a concept from idea to screen —
let's talk.

get in touch
" I don't make toy ads — I build little worlds kids want to live in."
Open for commercial direction, creative partnerships, and ongoing collaboration with kids & toy brands. .
Whether you need a director to helm a launch, or an end-to-end engine to take a concept from idea to screen — let's talk