Connect with us

Lifestyle

Celebrity Creative Director Bagio White Tells Why Having a Mood and Vision is Important

mm

Published

on

Bagio White has said he based creative direction on mood and vision. If you’ve ever came across a cover of DOPENESS magazine you can derive from a clear directive and mood from the visual. We had the chance to briefly stop by a DOPENESS photoshoot to take a peak into Bagio’s style of creating visuals.

Issue 12 of DOPENESS featuring comedian King Bach designed by Bagio White

“It’s important to have a clear direction of what you want to create, even if you don’t have a concise form at least have an idea to build that form up from” Bagio stated.

White’s says his ways of coming up with ideas aren’t always set in stone, but rather most of the directive is formed in post-production.

“Most of my mood boards almost never comes alive at our shoots [laughs]. Honestly most of the ideas to I want to convey to our readers, I create after I get my hands on the photos themselves” Bagio admitted.

White states that most artists don’t really have an idea set in stone but rather they create it base on their moods.

“I make my best creations based on my mood, and I think most artist do. I’ve had many instances where I create stuff just wholeheartedly by looking at the talent in the photograph” Bagio said with a smile.

White recalled when he had the chance to work with Comedian King Bach and reminisced that his entire spread was based on how the photos felt to him.

“I remember a time where we covered King Bach and actually that issue was our last print issue as we changed thereafter to digital. So, I remembered that particular shoot was in Los Angeles and my hectic schedule with prior projects with DOPENESS couldn’t allow me to be present for that shoot at the time. So I coordinated with my LA team to get the shoot done and the photography ask me for a specific mood that I wanted to convey, but at that time for the life of me I couldn’t think of anything other than the mood that Bach already has, which was humor. So, after the shoot was completed, I received the photos and they were great but again there was a specific mood of humor I was trying to convey but it wasn’t hitting me at the time. So, after some hours of just staring at those photos I just started to create each individual design from the photos themselves. It wasn’t planned at all it was almost like I was freestyling, and It came out perfect. So, in hindsight I say if your and artist you can create beautiful art without an idea but never without a vision or mood.” Bagio stated.

A spread from Issue 12 of DOPENESS featuring comedian King Bach designed by Bagio White

We had a very insightful time at the DOPENESS shoot where we got to see Bagio in his element, there’s no doubt we can’t wait to see wait he will cook up next.

The idea of Bigtime Daily landed this engineer cum journalist from a multi-national company to the digital avenue. Matthew brought life to this idea and rendered all that was necessary to create an interactive and attractive platform for the readers. Apart from managing the platform, he also contributes his expertise in business niche.

Continue Reading
Advertisement
Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

Lifestyle

The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes

mm

Published

on

Credit: Lonely Rabbit

Empty hallways echo with footsteps that aren’t yours. The carnival rides spin without passengers. Familiar spaces, the ones etched into childhood memory, twist into something menacing, something that watches. Lonely Rabbit’s Midnight Strikes arrives eight months before its completion, targeting a youth horror genre that is hungry for experiences that feel personal rather than purely fantastical. The indie studio searches for a publisher while building momentum for a game that weaponizes nostalgia, turning high schools and carnivals into theaters of psychological dread. As franchises age and audiences demand fresh scares, this PC title tests whether memory-based terror represents the next chapter in youth horror.​

Maturing Past Jump Scares

Youth horror gaming shed its training wheels. Little Nightmares and Bendy and the Ink Machine proved that younger players crave atmospheric storytelling over cheap shocks, puzzle-solving over gore, and visual distinctiveness over recycled formulas. Bendy’s ink-soaked corridors attracted a massive audience, including children drawn to the characters despite the T-rating, because the experience felt emotionally authentic rather than condescending. Players now expect psychological tension woven through environmental details, stories told through decaying spaces, and cryptic objects scattered across levels.​

The genre’s maturation reflects audiences who grew up solving Portal’s test chambers and exploring Limbo’s monochrome nightmares. Among the Sleep demonstrated the potency of perspective: experiencing horror through a toddler’s eyes made familiar domestic spaces feel uncanny and threatening. Fran Bow plunged players into hand-drawn asylum corridors where perception itself became unreliable, where puzzles demanded engagement with trauma and grief rather than simple pattern recognition. Modern youth horror respects its audience enough to disturb them thoughtfully, creating experiences that linger days after the screen goes dark.​

Corrupted Childhood as New Territory

Midnight Strikes drags players through levels “reminiscent of their childhood memories”: the high school, the carnival, spaces universal enough to feel personal. Lonely Rabbit constructs what they describe as a “menacingly beautiful atmosphere filled with bizarre and terrifying creatures,” pairing monster survival with puzzle challenges that prioritize mood over mechanics. The game adopts a “cinematic and otherworldly feel” while grounding its terror in locations players actually inhabited, making fear feel intimate rather than abstract.​

This memory-based direction distinguishes Midnight Strikes from fantasy settings that dominate youth horror. Deserted carnival rides and empty school corridors carry weight because players recognize them as such. Maybe the locker rows feel too narrow, maybe the Ferris wheel groans with a voice that shouldn’t exist, maybe the cafeteria smells wrong. The game challenges players to “survive their fear of the unknown” while navigating spaces that should feel known, creating cognitive dissonance that amplifies dread. Other developers exploring similar territory, such as Subliminal, which utilizes “nostalgic spaces” and “a rotting feeling that something is not quite right,” suggest that childhood corruption represents an emerging subgenre.​​

Lonely Rabbit’s approach weaponizes personal history. Every player attended school, visited carnivals, and formed memories in spaces designed for safety and joy. Corrupting those spaces turns nostalgia into a threat, asking audiences to confront distorted versions of their own experiences. The monsters inhabiting these environments become more than obstacles; they represent the fear that familiar places might betray us, that memory itself becomes unreliable when shadows move in the wrong direction.​

Smaller Teams, Bigger Risks

Indie studios like Lonely Rabbit maneuver where larger publishers hesitate. Their two-month publisher search and pre-launch community building reflect changing pathways for games that defy established franchise formulas. Building a follower base before release creates market validation, proving that audiences want what you’re making before significant capital is committed. Transparency about development timelines and production milestones generates audience investment, turning potential players into advocates during the publisher search.​

Midnight Strikes represents creative gambles major studios avoid when quarterly earnings loom. Smaller teams experiment with concepts, corrupted childhood spaces, memory-based horror, pand sychological tension prioritized over action mechanics, that might fracture focus groups but resonate with underserved audiences. Lonely Rabbit’s global distribution ambitions demonstrate indie confidence: build something distinctive enough, and geography becomes irrelevant when digital storefronts erase borders.​

The next eight months determine whether Midnight Strikes defines a subgenre or remains an interesting experiment. If players respond to horror that mines personal history, if corrupted nostalgia proves more terrifying than fantasy monsters, other developers will follow this path. Lonely Rabbit’s gamble, that childhood spaces make better horror stages than alien planets or demon dimensions, could redefine what scares young players next. The studio’s publisher search tests whether the industry views memory-based terror as the future of youth horror or a niche curiosity. Either outcome writes the next page in a genre still learning what it can become.

Continue Reading

Trending