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Director Tayyofficial Shares 5 Things That Make Or Break A Music Video

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Hailing from Philadelphia, Pennsylvania, Tayyofficial always had a knack for creating art that really captures your attention. Ever since he was young, the 22-year-old video director would often get lost in between colors and shapes and combine them to create masterful pieces of art. As he continues to leave remarkable traces of his prowess, the director continues to leave an impact on his hometown and the music industry through his unforgettable music videos and work with other artists.

In our latest interview, Tayyofficial gave us five things that can both break or make a difference in shooting an appealing music video. See his tips and advice below:

  1. Lighting

Lighting is important when making a music video because great lighting will catch the eye of the viewers more than bad lighting. Without good lighting it can make the viewer uninterested. It can also be harder to color grade because if it’s too dark and try to make it brighter that can kill your clip and cause a lot of noise in the video which isn’t appealing unless that’s what you’re going for.

It can make a scene by giving the audience a dramatic feel or a more interesting feel if you want to add like some color. It can break a scene if the lighting doesn’t add up to the story you are really trying to tell.

  1. Background

The way I go about choosing my background is by analyzing the song and seeing what kind of vibe it gives me and I try to match that vibe the best I can. For example if it’s like a hood/trap vibe I’ll use streets corners or trap houses to match that vibe. I don’t typically have anything I look for specifically besides something that would make sense on what I’m trying to create.

  1. Props

Yes, I use props and think every director should. They enhance videos a lot because the Audience don’t  want to just see the rapper, they want to see some of the things he’s/she’s talking about, and see other things that’s entertaining besides the rapper.

  1. Color Scheme

A color scheme is important because you have to have something to catch the audience’s eye when the color is terrible it can be distracting to those who are watching.

  1. Artists

Do’s: Step out of your comfort zone. Some things you might never did before could really bring a visual to life.

Don’ts: Be too High/Drunk on the day of the shoot. You’ll be wasting your and my time because we might don’t shoot or not use a lot of the footage because of your appearance and nobody wants that.

Follow Tayyofficial (@tayyoffiical) on Instagram: https://www.instagram.com/tayyofficial_/?hl=en

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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