Denys Popov's Work | ContraWork by Denys PopovDenys Popov
AI Video Creator Crafting Cinematic Stories and Commercials
PRESS ENTER. STEP INTO CAPCUT WORLD.
What if arriving at CapCut World LA were as simple as pressing a key?
A glowing CapCut World key opens a swirling portal, transporting the creator from his desk into a gallery of event imagery. Browsing becomes a physical adventure as he steps inside the world on his screen.
My goal was to bring “Step Into the World You Create” to life through a journey from an everyday workspace into an imaginative digital environment. NEXT STOP, L.A.! — Angry Di & Ponch
Getting to CapCut World LA is an adventure of its own! Di and Ponch build a homemade flying skateboard, but when their test flight goes wrong, they turn to an equally questionable backup plan: shipping themselves to “LA.” A destination mix-up takes them on an unexpected detour before they finally reach CapCut World.
My goal was to turn the challenge into a short animated comedy starring my original characters, with escalating mishaps and a playful twist on the meaning of “LA.”
Workflow:
• Developed the story and prepared custom keyframe images and character reference sheets with ChatGPT.
• Used these visual references alongside detailed scene-by-scene prompts in CapCut Video Studio with Seedance 2.5.
• Specified character actions, camera movements, expressions, dialogue, and environments to guide each scene and maintain visual continuity.
• Selected the generated takes and assembled the final 60-second vertical film in CapCut. THE ROOM BEFORE DAWN
What if a museum room could remember the life it once held?
Inspired by Bedroom from the Sagredo Palace, created in Venice around 1720 and now preserved at The Metropolitan Museum of Art, I reimagined the room not as a static museum interior, but as a living memory.
Using FLORA, I explored the world beyond the museum piece — reconstructing the atmosphere of Palazzo Sagredo, imagining Zaccaria Sagredo returning to the space, and bringing the room back to life as Venice slowly awakens outside.
The project moves between the preserved room we see today and an imagined moment from its past — a brief return to the life, light, and people that once surrounded it.
Original artwork:
Bedroom from the Sagredo Palace, ca. 1720
The Metropolitan Museum of Art KEEP EXTENDIIIING!!
My entry for the CapCut Seedance 2.5 Video Challenge.
I'm interested in the gap between fear and comedy — how quickly something that reads as threatening can collapse into something tender, or ridiculous, once you actually look at it. I wanted to build a short film around that flip: a jump-scare setup that resolves into a domestic, almost absurdist punchline.
The film follows a woman walking alone through an empty underground parking garage. She senses she's being watched, panics, and hides behind a car — only to find a small trembling creature with glowing red eyes in the dark. She coaxes it out, and a deeper growl announces something larger: a one-eyed blue monster who chases them down a stairwell. Cornered at a locked door, the woman braces for danger — but the monster turns out to be irritated rather than menacing. His demand is absurdly specific: a CapCut subscription, and the ability to generate 30-second Seedance clips and keep extending them, over and over. The small red creature, watching, quietly admits it wants the same thing.
The film ends far from the parking garage: the three of them at home in the evening, the woman walking in with a tray of burgers, fries and cola, saying simply, "Dinner, guys." The horror-movie shape of the opening resolves into something closer to a sitcom — the monsters were never really a threat, just difficult roommates.
WORKFLOW
I developed the film in CapCut Video Studio using Seedance 2.5, across five scenes: the first is the opening continuous shot, three scenes were built using the Continue (extend) function to carry the same characters, camera language and location forward beat by beat, and the fifth — the apartment ending — is a separate, standalone continuous shot.
I worked from three character references: the woman, a small dark creature with glowing red eyes, and a one-eyed blue monster, each supplied as a full turnaround pack (front, profile, back) to keep identity, fur texture and proportions consistent across every generation. Each prompt was written in timestamped blocks defining camera movement, character action, dialogue and diegetic sound design per beat, with one named camera move per block to avoid drift between cuts.
Camera language stayed handheld and grounded through the chase and stairwell scenes, then shifted to a locked-off composition from behind a monitor for the final domestic scene, keeping the screen's content hidden and using its glow as the only artificial light source against the warm room tone.
Created with CapCut Video Studio and Seedance 2.5.