Digimon: Digital Monsters follows a group of kids who are transported to the Digital World, where they become partners with digital monsters known as Digimon. Together, they must battle evil creatures and protect both the Digital World and their own. The series explores themes of friendship, bravery, and teamwork.
An early experimental short based on the idea of troubled women and made for the purposes of getting to grips with DaVinci Resolve. Focussed on creating a visceral uncanny mood piece, with emphasis on an intricate sound mix and overlaying images from Brian De Palma's Passion (2012), David Lynch's Twin Peaks: The Missing Pieces (2014), Lost Highway (1997) and Ridley Scott's Alien: Covenant (2017).
Digimon Adventure: (2020) follows a group of children who are transported to the Digital World, a parallel dimension inhabited by digital creatures called Digimon. They must embark on a journey to find a way back home while battling evil forces and learning important life lessons.
Digimon Tamers follows a group of children who discover that the popular digital monster game they play on their digivices is actually part of a parallel universe known as the Digital World. As they befriend Digimon and become Tamers, they must protect both worlds from the danger posed by evil Digimon.
A college project that was never finished. In a cult that worships technology, the HD becomes a sacred object.
In Digimon Adventure: Last Evolution Kizuna, the Digimon team embarks on a thrilling journey battling monsters in the digital world. With their friendship and transformations, they must save their world from destruction.
Using the opening paragraphs of Ralph Waldo Emerson’s essay of the same name as a point of departure, Circles employs lofi environmental textures to explore concepts surrounding circularity, sight, and the passage of time. Its world is flickering in and out of existence. It begins with footage of recognizable spaces and objects and gradually transitions into ever more manipulated, glitchy and transparently artificial and abstracted images. Textual interludes put the film in conversation with the viewer, contextualizing its images and their aged digital patina.
Set in the near future, 'The One' explores a world where individuals can only live for a pre-determined amount of time before they expire. In this society, a man named John discovers a groundbreaking biotech-sci-fi technology that allows people to transfer their consciousness into a new body, essentially extending their lives indefinitely. Faced with the ethical and moral implications of this discovery, John becomes entangled in a web of crime, drama, and psychological-thriller as he becomes a target for those who want to control the power of 'The One'.
When a group of children receive devices called Digivices, they are transported to a digital world known as the Digital World. There they befriend digital creatures called Digimon, and together they embark on an adventure to save both the Digital World and their own world from evil forces. With the power of Digivolution, they must overcome various challenges and face powerful enemies to ensure the safety of both worlds.
A story of a story that happens inside the screens. A reality trapped inside the screen of all devices hitting the boundaries creating the ultimate question: whose screen device are we trapped in? Whose entertainment is our personal drama?
Akito Kobayashi has always had an interest in the occult, and when he learns to control demons though the help of a computer program he created and magnetite, the essence of human life, he plans to unleash hell on earth. The only hinderance may lie within his old friend Kojiro Soma, who has the ability to stop the destruction, if he can find it within himself to do so.
The country house of a rural family is declared unfit for habitation. While part of the family fights to save the space their ancestors built, the younger ones imagine where they could go.
In a dystopian world, a skilled hacker takes on an evil corporation that manipulates people's senses through television. As the hacker delves deeper into the dark secrets, he uncovers a plot that leads to a deadly shooting spree and a society on the brink of collapse.
On the eve of Y2K, a failing scientist attempts to win a tech competition by fusing an experimental machine with the disembodied brain of a megalomaniacal preacher. The resulting abomination threatens an apocalyptic nightmare.
The Take (2004) is a documentary about political activism and resistance, focusing on the occupation and revival of factories in Argentina by workers. It explores the themes of direct action, cooperation, and social justice.
Mango explores her own sensuality through the screens of her devices, coincidentally leading her to make money from sexual content, becoming Ronette. As her performance matures, she meets other creators who share their experiences with her in confidentiality, revealing how they got into the business, the challenges they had to face and how they creatively overcame them.
An unfinished short student film about dreaming