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Motion design & video editing / Rio de Janeiro, available for freelance

Léo Bitencourt

Motion designer and editor who keeps rebuilding the way the video gets made.

I've spent 9 years making video for digital platforms. The last 3 of them I've run SaaS and healthtech explainers end to end at Guyman Studio: script, storyboard, illustration handoff, animation, client reviews, final export. I'm the project manager and one of the animators, so I feel every inefficiency twice.

I also work inside an AI video platform. At Lunair I sit on the product and growth side of automated video, which means I've watched a lot of AI workflows save real hours and a lot of them quietly produce garbage. I've got opinions about which is which.

Got a product people are struggling to explain? That's the part I'm good at. Below is the work, and then the tooling I built around it.

Léo Bitencourt
Rio de Janeiro, BR / UTC-3
9+Years in motion & edit
1M+Subs on a channel I animate for
6People I coordinate per project
12Pieces below, all clickable

/ Work

Every still opens the real video on Vimeo. Filter by what you need to see.

CCV Sales POS
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Product demoGuyman Studio

CCV Sales POS

Feature-led demo of a point-of-sale system. Motion carries the interface actions so the workflow reads without a narrator explaining every click.

Aryze
Play ▸
ExplainerGuyman Studio

Aryze

Core workflow and value in one watch. Clean motion, generous pacing, no scene doing two jobs at once.

Origence CUDL
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Product demoGuyman Studio

Origence CUDL

Digital contract workflows, step by step. The transitions do the explaining, which is the only reason a process video this dry stays watchable.

Altus
Play ▸
Product explainerGuyman Studio

Altus

Short animated sequences built around the platform's main benefits, cut tight so the purpose lands before anyone clicks away.

Rentycars
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Platform overviewGuyman Studio

Rentycars

User flows and system logic in a single narrative pass, with motion smoothing the jumps between screens that would otherwise feel abrupt.

XRP Healthcare
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Feature walkthroughGuyman Studio

XRP Healthcare

Healthcare app functionality and data flow, animated so a non-technical viewer can follow where information actually goes.

Healthtech explainer
Play ▸
Brand explainerGuyman Studio

Healthtech explainer

Illustration-led piece where the visual system carries the emotion and the copy stays out of the way.

Toda Matéria
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Educational7Graus, Portugal

Toda Matéria

Collage-style motion for a YouTube channel with over 1 million subscribers. High volume, fixed formats, zero room for a slow week.

Toda Matéria, part two
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Educational7Graus, Portugal

Toda Matéria, part two

Same channel, different subject. Turning a dense school topic into something a teenager watches to the end is its own craft.

Tracklib
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Brand videoTracklib, Sweden

Tracklib

Editing for the world's largest music sampling platform. Cut to the track, not to the script, which is a different muscle from explainer work.

Tracklib, product
Play ▸
Product videoTracklib, Sweden

Tracklib, product

Screen-based piece walking through the platform, keeping the rhythm musical without losing the UI.

Motion reel
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ReelSelected work

Motion reel

The range in 90 seconds, if you'd rather not click through 11 links.

/ Lab notes

Things I built or broke on real projects, and what I decided afterwards. Happy to argue about any of them.

A website goes in, a Remotion render comes out

Keeping it. It's my main experiment.

I built a pipeline that reads a live site (real copy, CSS palette, computed fonts, logo cascade, background pattern), turns it into a shot list written as numbers rather than prose, and renders it in Remotion, which is motion graphics authored as React code. First full run was a 15-second vertical reel for bug-shot.com. Every word on screen is verbatim from the site, and the logo came in as decomposed SVG so the wings actually animate instead of squashing. Cost per video is under one cent: extraction runs in Playwright, the render is local.

One master, four aspect ratios

Keeping it, with a rule

That same run produced 16:9, 4:5 and 1:1 off the vertical master. Two of them came out free, because the dominant axis never flipped. The 16:9 didn't: when the axis flips, a stack has to become a row, and 2 of the 5 scenes needed real recomposing. So I check whether a format fits and whether it still works, and only the second answer counts.

A wrong render looks exactly like a right one

Cost me a render. Now it's a validator.

The first version of that reel had 6 defects and 3 were invisible on paper. A shot list written for 16:9 rendered at 9:16 with panels outside the frame. A highlight scheduled at frame 104 in a scene that ends at 97. An overlap that read as a hard cut, because the incoming scene carried an opaque background and wiped the one underneath. Remotion rendered all of it without complaining. Those checks are now a script that rejects the config before anything gets rendered.

Most of my production now starts in a terminal

Keeping it

I run my work through Claude Code and write my own agent skills, one per job that keeps coming back: pulling a client's logo, screenshots and design tokens off their site, turning a screenwriter's photo of a handwritten formula into usable syntax, drafting client emails in my own voice, filing finished work where I'll find it again. Each skill is a text file of rules I wrote after getting that job wrong by hand. The line I hold is that the step gets automated and the judgement doesn't: my video pipeline runs in 5 phases and stops for a human at every one, because each of those stops exists thanks to a rerun it once cost me.

Photoshop scripts for the elements that repeat every week

Keeping it

For 7Graus I wrote two Photoshop scripts. One writes math formulas in the brand font with every term on its own layer, so the equation solves itself on screen when you animate it step by step. The other builds data tables from pasted spreadsheet data as real vector shapes and live text. Both carry the advance widths pulled from the font files, which is why a fraction bar lands on the pixel instead of near it. Rebuilding those by hand used to eat a morning per video.

What a year inside an AI video platform taught me

Two rules I now apply everywhere

At Lunair I work on a platform that turns a URL or a prompt into a finished video, which means I see generative tooling before it's polished. Two lessons stuck. Brand gets measured off the live site: a client brief called their product a clean dark-mode interface, I built an entire design document on that sentence, and the video came back in colours the brand doesn't own anywhere (the site returns #F9F9FB in both schemes, the dark class never lands). And you have to know which engine you're writing for: the classic one treats the rendered frame as the first frame, so nothing already in it can enter, while the motion graphics one moves elements in and out. Write for the wrong one and you get back nothing, a broken pop, or people melting.

A second brain, so the same lesson isn't learned twice

Keeping it. It's the one that compounds.

Every finished job gets a card in an Obsidian vault: what it was, what broke, what I decided, and a link to the real files. Claude writes the card and cross-links it to the client, the people involved and the earlier jobs it touches, so the vault is a map instead of a folder. It costs about a minute per delivery. The payoff shows up 4 months later, when a problem reappears and the fix is already written down in my own words with the reason attached. Most of the rules inside my agent skills started as a note in there. It's the closest thing I have to a system that makes the next hundred videos better than the last hundred.

/ Track record

Where the 9 years went.

Sep 2022 → now

Guyman StudioProject Manager & Motion Designer, remote (US studio)

  • Explainer and product videos for SaaS, healthtech and B2B clients, typically 30 to 90 seconds.
  • Single point of contact from kickoff to delivery. I run script, storyboard approval, illustration, animation, revisions and final files.
  • Coordinate a distributed team of 6: scriptwriter, storyboard artist, 2 illustrators, 2 animators. Tracked in ClickUp and Boords.
  • Still animate a good share of the projects myself.
Mar 2022 → now

7GrausMotion Designer, part-time, remote (Portugal)

  • Motion graphics for Toda Matéria, an educational YouTube channel with over 1 million subscribers.
  • High-volume output on fixed formats, adapting the visual language to different age groups.
  • Work straight from scripts and brand guidelines with an editorial team.
Current

LunairOperator, AI video platform

  • Growth, content and operations at a platform that turns a URL or a prompt into a finished video.
  • Sitting on the product side of automated video means I see the tooling before it's polished, including the parts that don't work.
  • Build the internal automations that keep research, tracking and asset work off people's plates.
Oct 2020 → Jan 2023

Coletivo GrãoMotion Designer, Rio de Janeiro

  • Branding, video and digital campaigns for national brands including Rede Globo, Colgate and FARM.
  • Visual identities, animated openers and campaign assets in a studio with high creative standards.
2016 → now

FreelanceMotion Designer, selected clients

  • Jeep, Tracklib, Colgate, plus advertising agencies in Rio de Janeiro and São Paulo.
  • Social, web and campaign work across very different brand tones and delivery specs.

/ Toolkit

What's open on the second monitor.

Motion & edit

  • After Effects
  • Premiere Pro
  • Illustrator
  • Photoshop
  • Audition

AI & automation

  • Claude / Claude Code
  • Remotion (React video)
  • Photoshop scripting (.jsx)
  • Playwright, Firecrawl
  • Runway, Veo, Higgsfield (testing)

Production

  • ClickUp
  • Boords
  • Notion
  • Obsidian (second brain)
  • Google Drive, Vimeo

Working with people

  • Portuguese, native
  • English, professional
  • Spanish, intermediate
  • Remote since 2020
  • UTC-3, overlaps US hours

Let's make
something clear.

Léo Bitencourt
Available for freelance projects