Frank Lloyd Wright tells the story of the greatest of all American architects. Wright was an authentic American genius, a man who believed he was destined to redesign the world, creating everything anew. Over the course of his long career, he designed over eight hundred buildings, including such revolutionary structures as the Guggenheim Museum, the Johnson Wax Building, Fallingwater, Unity Temple and Taliesin. His buildings and his ideas changed the way we live, work and see the world around us.
Frank Lloyd Wright’s architectural achievements were often overshadowed by the turbulence of his melodramatic life. In ninety-two tempestuous years, he fathered seven children, married three times, and was almost constantly embroiled in scandal. Some hated him, some loved him, and in the end, few could deny that he was the one of the most important architects in the world.
The free world is in danger, and only one man can help. Jack Decker has sworn to defend America from foreign terrorists regardless of which spineless president is in charge. This is Decker: The Series.
A time in Mark Feuerstein's adult life when he lived in apartment 9K in the building he grew up in, sandwiched between his parents' apartment, 9J; and his brother, sister-in-law and their baby's apartment, 9L and his attempts to set boundaries with his intrusive but well-meaning family.
The series is a prequel, featuring the high school years of Flint Lockwood, the eccentric young scientist in the films. In his adventures, he will be joined by Sam Sparks, a new girl in town and the school's "wannabe" reporter, along with Flint's dad Tim, Steve the Monkey, Manny as the head of the school's audiovisual club, Earl as a school gym teacher, Brent as a baby wear model, and Mayor Shelbourne, who wins every election on the pro-sardine platform.
Four mates waste their twenties in a West Country village. Morpheus, a geeky conspiracy theorist runs a mystical souvenir shop with his unambitious sister, Sarah. His scrounger best friend Kent sleeps on their sofa rent-free, and his secret crush, Alison, runs a new age healing business at the back of the shop.
Mixing the misadventures of twenty something life with visually surreal set pieces, it's about the very bad things that really good friends do to each other, when they've been living in each other's pockets since school.
The third installment from executive producers Tom Hanks, Gary Goetzman and Mark Herzog, following in the footsteps of critically-acclaimed series THE SIXTIES and THE SEVENTIES, tackles 10 years shaped by exceptionalism and excess. Like its predecessors, THE EIGHTIES intersperses rare archival newsreel footage, interviews, and comments by historians, journalists, politicians, celebrities and others, painting a perspective-rich picture of a vibrant decade. Episodes examine the age of Reagan, the AIDS crisis, the end of the Cold War, Wall Street corruption, the evolving TV and music scene, and everything in between.
Set on a single street in South London, Capital is a portrait of a road transformed by soaring property prices: what was once the home of modest lower-middle class families, Pepys Road has been continuously gentrified into a street of multimillion pound houses. On one day, the people of this South London street all receive an anonymous postcard with the simple message 'we want what you have'. Its unsettling ripples affect every corner of the community.
This is Gameindustri. Beings called Goddesses rule the countries of this unreal world. The four goddesses govern four states: Planeptune, Lastation, Lowee and Leanbox. For many long years these countries fought each other over the Share, the source of the Goddesses' power. However, fearful that the conflict would pointlessly erode their strength, the goddesses signed a Friendship Treaty forbidding them from taking the Share by force. Under the treaty, the Goddesses and their younger sisters took a step forward to a new stage in their relations. It is the dawn of a new, dynamic era marked occasionally by shared laughter, disputes as well as cooperation. But what does the future hold in store for Gameindustri...?
Following the success of its webcomic and occasional animated shorts, Cyanide & Happiness has debuted its animated show. After a very successful Kickstarter campaign, the creators of the popular comic (Kris Wilson, Rob DenBleyker, Matt Melvin, Dave McElfatrick) have released a much longer show that’s essentially a collection of animated sketches with some recurring themes throughout.
A single-camera buddy comedy about what happens when two best friends come back together, just when they need each other most. Inspired by the ultra-close friendship between the series' creators and stars, "Playing House" centers on mother to-be Maggie who asks her single and career-driven best friend Emma to return home from her job overseas to attend her baby shower, having no idea what’s truly in store.
Chris Hardwick will lead three celebrity contestants down the ultimate internet wormhole. Culling from the darkest recesses of social media, they will compete to determine who has the funniest take on the day's pop culture.
The Goodwin siblings return home after their father's death, and unexpectedly find themselves poised to inherit a vast fortune – if they adhere to their late father's wishes. Where there's a will, there's a way. And when that will's worth more than 20 million dollars, you can bet someone's going to find a way to get the cash.
The Psych Crimes Unit, a unique team of police detectives and mental health professionals, is tasked with solving bizarre and chilling crimes that cross the boundary between law enforcement and psychological disturbance.
The Saddle Club is a children's television series based on the books written by Bonnie Bryant Like the book series, the scripted live action series follows the lives of three teenage girls in training to compete in equestrian competitions at the fictional Pine Hollow Stables, while dealing with problems in their personal lives. Throughout the series, The Saddle Club navigates their rivalry with Veronica, training for competitions, horse shows, and the quotidian dramas that arise between friends and staff in the fictional Pine Hollow Stables. In each show, The Saddle Club prevails over its adversities, usually sending a message emphasizing the importance of friendship and teamwork.