Director of Photography
Set during a pandemic that affects the world's water supply, one of the world's top scientists is battling to find a cure.
Cinematography
Daniel Powell’s plan to reconnect with his siblings hits a snag when he discovers they all want to kill him for his inheritance. As the brothers and sisters are forced to spend the weekend together at the family beach house on the Cayman Islands, one thing becomes painfully clear: Daniel’s going to find out what family means, even if it kills him.
Cinematography
A lonely janitor most make a choice when a vampire attack leaves him the sole caretaker of an orphaned, and possibly monstrous, infant.
Director of Photography
a young woman refuses to rely on a system that repeatedly fails sexual assault victims and takes justice into her own hands.
Director of Photography
A fragmented, impressionistic representation of a couple's heated argument.
Director of Photography
When a reclusive man-child convinces his parents to rent their spare room to save from downsizing, a stranger with a hidden agenda moves in.
Director of Photography
20 Moves is the story of how the best-selling puzzle toy came to market and the impact it had on the world around it. Tom Kremer stumbled upon an unwanted, unpatented puzzle game at the Nuremberg Toy Fair in 1979. It had been invented in Hungary in 1974 by Professor Erno Rubik who used it as a pedagogical aid for his architecture students and would go on to be played with by 1/5th of the world's population. We explore the cube's story - from its creation behind the Iron Curtain to the role it played in the fall of communism and the creation of free market trading in the former communist nations. We show how the cube was brought to the west - how it was introduced and marketed and what caused it to be the biggest fad of the 1980's. The cube would go on to symbolize an entire generation like nothing before it. The many faces, layers, and sides of 20 Moves is exactly like the cube. With each act our audience discovers another twist, another turn, another solve in the history of the Cube.
Cableman
총잡이 에메트와 페이든은 사막 한목판에서 만난 후 에메트의 누님 일가가 살고 있는 실버라도로 가기로 의기투합한다. 여행 도중 흑인 총잡이 맬을 통해 에메트의 아우 제이크가 교수형을 당할 것이라는 소식을 듣고 멜과 합세하여 제이크를 구출해 준다. 네 사람의 일행은 무법자의 무리들을 도중에 만나나 교묘한 방법으로 악당들을 따돌린 후 그들이 빼앗은 돈을 한나라는 여자에게 돌려준다. 그러나 실버라도가 가까워지자 네사람은 서로 갈라지게 된다. 에메트와 제이크는 누님집으로 가고, 페이든은 한나를 보호하면서 새로운 개척지로 향했으나 그곳에는 악덕 목장주 막켄드리크가 도사리고 있었다. 다시 힘을 합치는 네 사람. 분노와 우정으로 뭉친 그들의 장렬한 공격이 시작된 것이다.