Xavania Original · Docuseries
Xavania Labs
98% match2026TV-PG4 EpisodesHDR · 4K5.1 + Binaural
Inside the intelligence that directs itself.
Four episodes inside the Xavania cinema orchestrator: how a shot is planned, locked, generated, graded and mastered without a human touching a timeline.
Cast & digital humans
Berit Aziz
Lead@berit-azi
On screen: engineer walking the rack line
Voice print: conversational baritone, documentary-close
SoulPrint Pro · face, eyes, hair, hands, wardrobe and voice locked across every take
Ines Halvard
Supporting@ines-hal
On screen: operator explaining the graph
Voice print: measured alto
SoulPrint Pro · face, wardrobe and voice print locked; blocking free
Soren Osei
Supporting@soren-ose
On screen: narrator off camera
Voice print: neutral VO, dry booth
SoulPrint Pro · face, wardrobe and voice print locked; blocking free
Sound design — every person, action and object
Dialogue & voice
- Berit Aziz — Nothing here is a prompt. It's a production graph.Booth VO, -23 LUFS, no processing
- Ines Halvard — When continuity fails, it fails loudly on purpose.Lav, floor IR
Foley — frame-matched to the render
Render rack
Per-node fan chorus, each with a slightly different blade rate so it never phases
Patch cable
Connector click and shield-braid rustle on the plug
Keyboard
Mechanical actuation cut to the visible keypress, not a loop
Reference monitor
Panel relay clack on every input switch
Floor
Rubber-sole squeak on sealed concrete, sparse
Ambience beds
- • Machine-room broadband hiss
- • Air-handling roar behind glass
- • Occasional relay clack from the wall panel
- • Distant floor conversation, unintelligible
Score
Minimal marimba and synth pulse, one motif per department, all in the same key
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
- • VO always sits 6dB over the room; racks are never notched, only ducked
- • No library loops on visible actions — each hit is cut to the frame it happens on


