Three children are accidentally transformed into fish after consuming a potion made by an eccentric scientist. The kids end up in the sea, with one problem: they must find and drink the antidote within 48 hours, or forever remain as fish.
An adventure involving biscuits, a TV and absolutely no police whatsoever.
A house uproots itself from its suburban foundations and sets off on an epic journey.
This ground breaking animated short film made by 1 person has led to an awe inspiring story about betrayal of the loyal fan and also the music maker in which you must determine right and wrong through the actions
Pat & Mat are back with new adventures. In Buurman & Buurman build a house, the popular Buurmannen come up with new brilliant solutions for the everyday problems they encounter.
An ancestral house builds itself, comes to life, and shows us its story spanning one hundred fifty years. Through the ages, it allows us to perceive the passage of time.
The camera breathlessly traverses landscapes and whirls into abstraction, all the while eye-ing fanciful foreground objects of domestic life doing their own dizzy dervish choreography, until the hand of the artist reveals the true scale. Just out of camera view are Aaron’s hand-made rigs that guide the dynamic movement.
Dr. Crumb, a scientist who never liked to leave home, invented a way to see the world without leaving your lab. Using a stone extraterrestrial Crumb, his assistant and his two nephews Zoox: the beautiful Amanda and irreverent Guto, will make his house float through the world in search of adventures. The problem is that this stone has other special powers, can hypnotize people and open portals to other dimensions. To fall into the hands of a greedy French archaeologist, the stone eventually releasing four monsters creatures and muddled fleeing to different corners of the world. Now these monsters need to be captured before they destroy the main monuments of the world and the stone must be recovered before the archaeologist hypnotize them all.
A knight and his wife live in a small house in the middle of nowhere. Every day he fights passing knights and is rewarded by his wife with lots of love and delicious meals.
Herman the mouse attempts to break up the smarmy friendship between the cat and dog of the house in order to raid the icebox.
We are used to domestic spaces being designed for us to inhabit, but what happens when houses become moody main characters rather than backgrounds? With flickering tracings and ornamented strokes, If you begin to feel the house catching at you is an animated video installation that examines the “haunted house” as a fiction trope.
Bruce the gritter unwittingly makes an enemy as he carries out his job, clearing the roads of snow.
The film describes the suffering of a character who is renovating his house while being confronted with a monstrous bird which is terrorising and oppressing him. It should be read as a parable of the 1968 Soviet invasion of Czechoslovakia. The film was subject to severe criticism at the 1970 Oberhausen film festival in Germany in 1970, in particular from directors from South American communist countries.
After All is said and done. A man clears out his childhood home, remembering past conversations.
Bas Jan Ader's first fall film shows him seated on a chair, tumbling from the roof of his two-storey house in the Inland Empire.
When a man is diagnosed with terminal cancer, he takes custody of his misanthropic teenage son, for whom quality time means getting high, engaging in small-time prostitution, and avoiding his father.
Anthony and Dolores Montelli, along with their four children, move into their dream house in Amityville and are immediately plagued by a string of paranormal experiences. When the abusive Anthony wrongly places the blame on the children, Dolores recruits a local Catholic priest to exorcise the house.
After their father is called into work, two young boys, Walter and Danny, are left in the care of their teenage sister, Lisa, and told they must stay inside. Walter and Danny, who anticipate a boring day, are shocked when they begin playing Zathura, a space-themed board game, which they realize has mystical powers when their house is shot into space. With the help of an astronaut, the boys attempt to return home.
A real estate agent leaves behind his beautiful wife to go to Transylvania to visit the mysterious Count Dracula and formalize the purchase of a property in Wismar.
Down-on-their luck brothers, Lars and Ernie Smuntz, aren't happy with the crumbling old mansion they inherit... until they discover the estate is worth millions. Before they can cash in, they have to rid the house of its single, stubborn occupant—a tiny and tenacious mouse.