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COMPLETE FILMOGRAPHY WITH SYNOPSIS
Art Director (feature film)
Maxwell Smart is on a mission to thwart the latest plot for world domination by the evil crime syndicate known as KAOS. When the headquarters of U.S. spy agency Control is attacked and the identities of its agents compromised, the Chief has no choice but to promote his ever-eager analyst Maxwell Smart, who has always dreamt of working in the field alongside stalwart superstar Agent 23. Smart is partnered instead with the lovely-but-lethal veteran Agent 99. Given little field experience and even less time, Smart--armed with nothing but a few spy-tech gadgets and his unbridled enthusiasm--must thwart the doomsday plans of KAOS head Siegfried.
On the July 4th holiday, an attack on the vulnerable United States infrastructure begins to shut down the entire nation. The mysterious figure behind the scheme has figured out every modern angle--but he never figured on an old-analog fly, John McClane, in the digital ointment. It's the beginning of the holiday, but New York City Detective McClane isn't celebrating. He's had yet another argument with his college-age daughter Lucy, and received a crushingly routine assignment to bring in a young hacker, Matt Farrell, for questioning by the FBI. But for McClane, the ordinary has a habit of exploding into the extraordinary--abruptly hurtling him into the wrong place at the wrong time. With Farrell's help, McClane slowly begins to understand the increasing chaos surrounding him. An attack is underway on the vulnerable United States infrastructure, shutting down the entire nation. The mysterious figure behind the scheme, Thomas Gabriel, stays several moves ahead of McClane as he implements his incredible plans, known to uber-geeks like Farrell as a "fire sale" (as in, everything must go!).
A young boy lies awake in his room one snowy Christmas Eve, excited and alert. Breathing silently. Hardly moving. Waiting. He's listening for a sound he's afraid that he might never hear--the ringing bells of Santa's sleigh. The time is five minutes to midnight. Suddenly, the boy is startled by a thunderous roar. Clearing the mist from his window he sees the most amazing sight--a gleaming black train rumbles to a stop right in front of his house, the steam from its powerful engine hissing through the night sky and the softly falling snowflakes. The boy rushes outside, clad only in his pajamas and slippers, and is met by the train's conductor who seems to be waiting just for him. "Well, are you coming?" the conductor inquires. "Where?" the boy asks. "Why, to the North Pole--of course. This is the Polar Express!" What unfolds is an an adventure which follows a doubting young boy, who takes an extraordinary train ride to the North Pole; during this ride, he embarks on a journey of self-discovery which shows him that the wonder of life never fades for those who believe.
Once upon a time, in a far away swamp, there lived an ornery ogre named Shrek whose precious solitude is suddenly shattered by an invasion of annoying fairy tale characters. There are blind mice in his food, a big, bad wolf in his bed, three little homeless pigs and more, all banished from their kingdom by the evil Lord Farquaad. Determined to save their home--not to mention his own--Shrek cuts a deal with Farquaad and sets out to rescue the beautiful Princess Fiona to be Farquaad''s bride. Accompanying him on his mission is wisecracking Donkey, who will do anything for Shrek... except shut up. Rescuing the Princess from a fire-breathing dragon may prove the least of their problems when the deep, dark secret she has been keeping is revealed.
The caped crusader and his cohort Robin battle the villainous Mr. Freeze.
Martians invade earth in this spoof of the 1950-60s sci-fi genre.
The caped crusader enlists a junior partner to fight Two-Face and The Riddler.
When a local television station reports that something strange has landed in the small town of Abrose, Iowa, the government''s covert Office of Scientific Intelligence (OSI) is called to investigate. Andrew Nivens, his son Sam and NASA scientist Mary Sefton are the team who make the frightening discovery: an alien parasite creature so insidious it attaches to the backs of human beings and sends piercing tendrils to the brains of its hosts, absorbing all their knowledge and memory--controlling their minds and feeding on the victim''s consciousness. Against impossible odds Nivens, Sam and Mary must find a way to eliminate the aliens who seem unstoppable--without killing the innocent human hosts.
A filmmaker's ridiculous, yet crowd-pleasing project makes a fortune at the box-office, but his personal life is less than perfect.
Time travellers from the future warn present-day citizens of impending disasters.
Visual Effects (feature film)
Hill House was built 130 years ago by a textile baron for his wife and children that they would never have. Instead it was filled with stories of tragedy and ominous tales of death that left the house uninhabited...or so it seemed. A century later, Dr. David Marrow discovers the house and, intrigued by its history, he invites three of his patients to the house as part of a sleep disorder study. Theo, Luke and Nell come to the sudden realization that sleep will not be on the agenda when ghosts of the past manifest in terrifying visitations and the house seems to take a particularly strong interest in Nell as Dr. Marrow''s study evolves into an examination of human fear.
A television movie pilot that traces the story of the people of a small town who become the first human inhabitants of the moon.
Art Department (feature film)
In a near future, an alien race has hit the Earth in an unrelenting assault, unbeatable by any military unit in the world. Major William Cage is an officer who has never seen a day of combat when he is unceremoniously dropped into what amounts to a suicide mission. Killed within minutes, Cage now fi
Greek general Themistocles attempts to unite all of Greece by leading the charge against the massive invading Persian forces led by mortal-turned-god Xerxes, and Artemisia, vengeful commander of the Persian navy.
Based on the true story of Billy Beane - once a would-be baseball superstar who, stung by the failure to live up to expectations on the field, turned his fiercely competitive nature to management. Heading into the 2002 season, Billy faces a dismal situation: his small-market Oakland A''s have lost their star players (again) to big market clubs (and their enormous salaries) and is left to rebuild his team and compete with a third of their payroll. Driven to win, Billy takes on the system by challenging the fundamental tenants of the game. He looks outside of baseball, to the dismissed theories of Bill James, and hires Peter Brand, a brainy, number-crunching, Yale-educated economist. Together they take on conventional wisdom with a willingness to reexamine everything and armed with computer driven statistical analysis long ignored by the baseball establishment. They reach imagination-defying conclusions and go after players overlooked and dismissed by the rest of baseball for being too odd, too old, too injured or too much trouble, but who all have key skills that are universally undervalued. As Billy and Peter forge forward, their new methods and roster of misfits rile the old guard, the media, the fans, and their own field manager, who refuses to cooperate. Ultimately this experiment will lead not only to a change in the way the game is played, but to an outcome that would leave Billy with a new understanding that transcends the game and delivers him to a new place.
Off the coast of South America, on the island of Rapa Nui fondly known as Easter Island, under the giant stone heads resides the most magnificent candy factory. Three hundred and sixty five days a year, the Easter Bunny reigns over a team of bunnies and chicks who prepare the candy-filled baskets t
The year is 2018. Judgment Day has come and gone, leveling modern civilization. An army of Terminators roams the post-apocalyptic landscape, killing or collecting humans where they hide in the desolate cities and deserts. But small groups of survivors have organized into a Resistance, hiding in unde
Hotel handyman Skeeter Bronson''s life is changed forever when the bedtime stories he tells his niece and nephew start to mysteriously come true. When he tries to help his family by telling one outlandish tale after another, it''s the kids'' unexpected contributions that turn all of their lives upside down.
Twelve-year-old DJ Walters, who is caught in that awkward moment between childhood and the onset of puberty, has too much time on his hands and has taken it into his head that there''s something weird about old man Nebbercracker''s house across the street. Things keep disappearing into the dilapidated structure: basketballs, tricycles, toys and pets. Come to think of it, whatever happened to Mrs. Nebbercracker? It''s the day before Halloween and DJ and his candy-friendly pal Chowder have a run-in with Mr. Nebbercracker after their basketball wanders onto his lawn and is mysteriously swept into the house. When the house tries to swallow their new friend Jenny and no one believes the frightened trio''s claims that the house is up to no good, it''s up to them to investigate. They turn for his advice to the only person on the planet who might even remotely understand what''s going on, the wise one they call Skull, a 20-something slacker pizza chef and master of the arcade machine who once played a video game for four days straight on one singly quarter, a gallon of chocolate milk and an adult diaper. "I have heard tell of man-made structures becoming possessed by a human soul," Skull tells them. You mean the house is alive? Yikes! Skull tells them the only way to stop the house from gulping down everything in sight is by striking at its heart, which the kids figure out must be the perpetually-fueled furnace in the basement. They come up with what seems to be a foolproof plan--a vacuum cleaner disguised as a human dummy filled with cold medicine. The kids offer up their bait to the house, figuring that once it''s asleep, they can sneak in and put out the furnace with their squirt guns. Their little plan goes awry, though, and when the house starts chasing them down the street--that''s right, chasing them down the street!--they must join forces to once again make the neighborhood safe for trick or treaters.
Three outlandishly wild witches return from 17th-century Salem after they''re accidentally conjured up by some unsuspecting pranksters. The tricky 300-year-old trio sets out to cast a spell on the town and reclaim their youth - but first they must get their act together and outwit three kids and a talking cat.
College recruiters try to lure some love-struck highschool seniors coping with SAT pressures.
A downed pilot plays celestial wingman to his successor in love and flying.
Impoverished farmers in New Mexico fight off land-grabbing developers.
A Haitian doctor and a Harvard anthropologist become friends against a backdrop of voodoo culture in pre-revolutionary Haiti.
Impoverished farmers in New Mexico fight off land-grabbing developers.
The orphaned Heidi moves in with her grandfather in the mountains. After his initial resistance to taking the little girl, the two becoming close. After Heidi is taken away to live with a family in the city, both she and her grandfather are unhappy and long to be together again.
Film Production - Main (feature film)
A mentally challenged man stumbles through formative events in U.S. history.
The first "true" story about the afterlife.
A personal rocket pack designed by Howard Hughes causes an aviator to be seen as somewhat of a superhero.
A con artist discovers he has a wealthy, autistic brother.
Story revolving around a teenager and his struggles to attain a driver's license.
The inventor of Number 5, Ben Jahrvi, now trying to earn a living making toy robots, has Number 5 as his one-man assembly line. Number 5, however, has a hard time resisting the temptation to have "more input" out on the street.
Misc. Crew (feature film)
Four young adventurers playing hide-and-seek in the country home of an old professor stumble upon an enchanted wardrobe that will take them places they never dreamed. Stepping through the wardrobe door, they are whisked out of World War II London into the spectacular parallel universe known as Narni
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