2007
Leo San Juan, an insecure child of nine years old, lives eternally frightened by horror stories that Nando tells his older brother. Within these stories it is 'The Legend of Nahuala', according to which, an old abandoned Casona is possessed by the spirit of an evil witch known as the Nahuala.
2018
Every day, over 200 loving fans watch Scott Atkinson play horror games online. After a lifetime of failures and false starts, streaming games is the only thing he's good at...until it becomes a nightmare. Enter Livescream - a mysterious horror game sent to him by an anonymous fan. At first, he thinks the game is a low quality indie title. But when his followers start dying one by one, he soon realizes the game is far more sinister. Now, Scott will be forced through nine levels of video game hell, each level representing a different horror game niche, in order to walk away alive.
2011
Mexico 1914. During the Revolution, a raid by the army in a small mining town leaves Gapo, 11, orphaned. Taken captive to be turned into a child soldier he escapes with the help of Juan Escopeta, a gunman for hire. Together they travel through a country absorbed in civil war in search of Gapo’s older and only brother: a famed revolutionary outlaw.
2024
A surreal music video where a pop-up world of greed, rebellion, and revolution unfolds as cherubs, a devil, and a modern-day Jesus clash in a satirical battle for justice.
2025
2026
A man desperate to regain his lost edge becomes convinced that a grotesque new deodorant is the key to confidence, power, and success.
2023
A popular group of video game content creators must face the ultimate lesson in teamwork when a haunted multiplayer game begins killing them one by one.
1919
Animated gags made by Quirino Cristiani, Argentina's foundational animator.
In a psychological thriller about space, time, and anguish, Möbius follows a man in a rush to leave his apartment. When the elevator fails, he takes the emergency stairs—only to realize he’s trapped in an inexplicable loop: no matter how far he descends, he always returns to the same floor. As time slips by, his efforts to understand or escape the situation drive him deeper into despair, pushing him to the brink of collapse.
The conversation between a computer and a young girl welcomes horrifically digital transformations. As the machine introduces Go Girls Games to the screen, our protagonist starts playing obsessively. Trapped in this digital space, the girl assimilates into the game. The repetitive opportunity to level up alters her physical appearance: the more she plays the prettier she becomes. Unable to stop playing, she reaches unrealistic beauty standards. Scared, modified, and digitally corrupted our player finally embodies the capital on women’s insecurities.