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A Woman On The Horizon Of Success – Anne van Leynseele

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Anne is a consummate regulatory and corporate cannabis lawyer and focuses her practice on the commercial aspects of the new industry. With years of business and law experience, she is known to be one of the sharpest minds in legal cannabis and hemp today. 

Her career started in Los Angeles in the entertainment industry, then she migrated into digital media in the Pacific Northwest, and later moved to Sydney Australia. Through her career, Anne managed commercial transactions, business development of production and technology start-up entities, advised on process efficiency, defined stronger corporate communication strategies for many Fortune 100 companies, and did business management consulting. After returning to the United States, her experiences led her to apply for law school. She enjoyed negotiating, drafting, and the implementation of complex contracts, so she took an opportunity to work as a law clerk at a top Seattle firm that then became part of the world’s largest law firm K&L Gates. The experience she gained by seeing what a day in the life of a lawyer looks like informed her educational experiences while she attended the night program at Seattle University School of Law.

During law school, Anne worked with a select group and created, “The Layperson’s Guide to Breast Cancer”, a practical directory and advice on how women can access resources during and after treatment. Through a professor, the document caught the attention of the incoming Obama Administration and she was invited to spend four years as a federal attorney-advisor in Washington DC for Obama One. Fresh out of law school and plunged into the 2008 recession, these four years were a dream job for Anne. 

After her government service and returning to her home state of Washington, she was planning to open her own practice in healthcare law, when she encountered the burgeoning legal cannabis industry. After a bit of due diligence, she was fascinated by the opportunity that the ever evolving regulations were creating and the issues for entrepreneurs in the industry. She quickly realized the need for a savvy businesswoman and lawyer to help struggling start-up companies. To provide the industry with a more comprehensive regulatory and corporate law firm, Anne started her own law firm, 7 Point Law formerly known as Northwest Marijuana Law. By 2017, her firm was representing a quarter of Washington’s legal cannabis industry.

Today, with more than 6 years of experience, Anne is successfully working as a fractional corporate counsel and business advisor to an elite global client base through her new company, Gemba Growth. Her story is a great example of how one can reach the horizon by exploring their potential skills. For more on this fascinating story, Anne is currently writing a much anticipated memoir on the early days of legal cannabis, which will be published before the end of 2021.

Michelle has been a part of the journey ever since Bigtime Daily started. As a strong learner and passionate writer, she contributes her editing skills for the news agency. She also jots down intellectual pieces from categories such as science and health.

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Lifestyle

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

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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.

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