Xavania Original · Feature

Nightwake

92% match2026R1h 39mHDR · 4K5.1 + Binaural

The city never sleeps because something in it is awake.

A sleep-clinic nurse notices every one of her patients dreaming the same street corner, three blocks from the clinic.

Cast & digital humans

Berit Ferreira
Lead
@berit-fer

On screen: night nurse walking the ward

Voice print: hushed alto, close and breathy

SoulPrint Pro · face, eyes, hair, hands, wardrobe and voice locked across every take

Nadia Sol
Supporting
@nadia-sol

On screen: patient speaking in sleep

Voice print: slurred, chest-resonant

SoulPrint Pro · face, wardrobe and voice print locked; blocking free

Nadia Andric
Supporting
@nadia-and

On screen: doctor on the phone

Voice print: distant, clipped

SoulPrint Pro · face, wardrobe and voice print locked; blocking free

Sound design — every person, action and object

Dialogue & voice
  • Berit Ferreira — Every one of them is dreaming the same corner.
    Whispered close-mic, -23 LUFS with the room left in
  • Nadia Sol — Three blocks from here. Third floor. Someone's awake.
    Phone-band, corridor bleed
Foley — frame-matched to the render
EEG machine
Pen scratch per trace line, tempo following the visible waveform
Bed rail
Metal drop with a mattress-frame ring
Ward curtain
Ring slide on rail, each ring individually placed
Wall clock
Second hand with a slight mechanical hesitation on the twelve
Slippers
Soft sole on vinyl, sticky release
Ambience beds
  • • Ward air handling, low and constant
  • • Sleeping breath from six beds, individually placed
  • • Rain on the ward windows
  • • Corridor fluorescent buzz
Score

Bowed vibraphone and sub drone; the melody is a lullaby played a fifth too low

Mix
  • • 5.1 and binaural stereo folds rendered from one bed
  • • Dialogue -23 LUFS, trailer master -14 LUFS, true peak -1 dBTP
  • • Every element is placed from its on-screen position and tracked as the camera moves
  • • Patient breathing is a six-channel bed placed bed by bed, so the ward moves around the nurse
  • • No library loops on visible actions — each hit is cut to the frame it happens on

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