Humanist Nightmare Fuel is a deep-dive livestream platform exploring dark themes, existential phi...Humanist Nightmare Fuel is a deep-dive livestream platform exploring dark themes, existential phi...
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Humanist Nightmare Fuel is a deep-dive livestream platform exploring dark themes, existential philosophy, and horror media commentary. Featuring dynamic discussions, audience interactions, and real-time breakdowns over two-hour sessions.
My Role: Video Editor and Content Strategist, 60-90 Second Channel Preview & Promotional Teaser
Water, texture, and light, reframed as a moment of reflection. This piece was about finding rhythm in stillness letting color grading and sound carry the emotion instead of cuts.
I'm Victor Rodrigues, a video editor specialized in cinematic storytelling, color grading, sound design, and mood-driven visuals. I work with brands, creators, and agencies worldwide, turning raw footage into something people actually feel.
Currently open to new projects let's create something together. 🎬
Excited to officially submit my entry for the Cantina Challenge — a psychological horror short titled Mira.
The spark for this project came from a simple, unsettling image that stuck in my head: what if the emotional weight you carry literally detached from you and stayed in the room? I wanted to translate that internal feeling of isolation into a visual reality without relying on heavy dialogue or classic horror tropes.
Project Title: Mira
Core Thesis: "Not looking back doesn't mean you're not still carrying it."
The Concept: Mira is a short psychological thriller pilot that explores the heavy, invisible weight of unresolved emotional trauma. Rather than relying on standard horror tropes, cheap dialogue, or jump-scares, the story relies entirely on grounded visual storytelling, non-verbal shadow choreography, and high-tension environmental audio.
The Protagonist: Mira
Trapped in a cycle of isolation and avoidance, attempting to project a calm exterior while her internal state deteriorates.
Key Visual Mechanics: A dynamic phone typing interaction where text messages act as a gateway to her internal state, leading up to a chilling moment where her shadow literally detaches from her body — anchored to the living room while she moves forward.
The Climax: A quiet, suffocating sequence where the ambient space collapses into total darkness, leaving her face-to-face with what she's been running from.
Why I Created This: I've always believed that every person carries immense quiet value, but when unaddressed trauma isolates us, we lose sight of our own worth. I wanted to build a character study that honors that internal struggle visually.
This is a blend of: Psychological Thriller + Surreal Character Study + Minimalist Environmental Horror.
Where I would take the series next:
Episode 1 is The Room. The engine is one locked apartment, one locked Mira, 10 visual metaphors for grief.
Episode 2 - the shadow that stayed behind now moves when she doesn't.
Creator Studio Feedback:
What worked well - precise low-key lighting, atmospheric sound design, micro-expressions.
Challenge — temporal asset consistency for the brown sofa, and precisely preserving her exact silhouette (hair, shoulder line) through the shadow's turn across frames.
Suggestion — location colour lock + shadow-direction/shape control for finer silhouette fidelity.
Confirmation: Created end-to-end in Cantina. Original work, one submission.
Claude + After effects (Here’s the exact 5 prompts, copy them) 🧵
Prompt 0: Setup
Approach: Computer Use - from now, henceforth.
Setup: After Effects is open on Screen 2.
Goal: Configure the project and create 4 working comps, named Scene 1 through Scene 4, before anything is built. All 4 comps use the settings below.
Project settings:
Color depth: 16 bpc
Linear blending on Comp settings:
Resolution: 2880x1620, square pixels
Frame rate: 30fps
Background: warm Don't ask any questions. Build.
Prompt 1: Plan the radial scene
Setup: Same project and comp. Plexus installed. Reference: Sketch
(see first comment for the sketch btw).
Goal: A radial plexus matching the sketch. All vertices start at a single centre point and spread outward in 3D. Lines grow from the centre to each endpoint. Each endpoint carries a different image. Camera with depth of field.
Reading the sketch:
The circle is the origin. Every line starts there, none connect to each other.
Line lengths and angles vary on purpose. Keep that irregularity, don't make it a perfect starburst.
The sketch is 2D, but the build is 3D. Some lines should push toward and away from camera, not just across the frame. Current state: Nothing built for this scene yet. Constraints:
Do not touch the project. Planning only, no computer use. Approach: Consider the best possible way of achieving this. It should be able to be edited realtime as well. Prioritize using plexus Output: A recommended approach with reasons. I'll approve before you build.
(i went back to creating the first scene)
Setup: Switch to the Scene 1 comp. Park the Scene 2 plan, we'll return to it.
Goal: Lines animate their connections, drawing from one vertex to the...