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Get To Know LBV Created By Joss Sackler: The Face of Fashion, Business, and Female Empowerment

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Joss Sackler is a fashion entrepreneur, chief executive officer, doctorate degree holder, socialite, philanthropist, and mother of three. The female powerhouse became the face and founder of private social club, LBV, in 2017, when she decided she was tired of the male-dominated atmosphere within the existing social societies in New York City. Initially, the all-women’s club was created to discuss the attributes of wine. But as its member count grew, so did its list of interests. Now, LBV focuses on providing high-end experiences centered around culture, art, literature, and much more. Not to mention–the social club is the only one of its kind with its own designer clothing line.

The ready-to-wear collection comes from a combination of member-inspired interests, according to Sackler and the brand’s creative director, Elizabeth Kennedy. Kennedy was brought on as the head designer of the line shortly after the release of LBV’s heavily criticized inaugural collection in 2019 consisting of rock climbing themed athleisure wear, merely meant to serve as “emblematic” gear for the social club. She is a Parsons graduate with extensive experience in the couture realm of fashion, priorly working with prestigious fashion houses such as Isaac Mizrahi, J.Mendel, and Donna Karan. Since assuming her role, the female duo has successfully ventured six seasons of remarkably designed capsules, each of which have participated in three consecutive years of New York Fashion Week. The brand aims to embody the style of a powerful, strong-minded woman who is ready to conquer the world with her confidence and professionalism, while not losing touch of her femininity.

All collections are released direct-to-consumer through the brand’s e-commerce website. While previous collections have been found through high-end retailers in the past, the brand chose to make the switch to the new business model following the detrimental effects of a global pandemic on luxury department stores. Both entities of LBV have gone fully virtual since the nationwide lockdown in early 2020. “All the events for the social club are now done via Zoom, which has actually allowed us to incorporate more events for the members since we don’t have any of the stressors of the in-person events, like having to book a venue,” Sackler’s assistant, Allison Castillo, shared. “For our tasting events for example, we’ll send the wine over to the members and then discuss it on a video call.”

In philanthropic efforts, Sackler redirected all garment production resources to assist in generating over 5,000 face masks for New York City while it experienced a severe shortage on the front lines. Masks were donated to local organizations and hospitals in need, including New York Presbyterian and Mount Sinai. They have also become available on the brand’s website in a small range of neutral colors.

The newest member of the LBV family is a recently launched editorial magazine, which made its debut in November 2020. Issue One of the publication contains several detailed photographs of the most recent Fall/Winter capsule, along with spreads of articulately written articles centered around topics it shares in common with the social club: fashion, wine, and lavish lifestyle. The writers behind the stories are also members of the female driven society. While the magazine is not accessible to readers who are not part of the LBV community, Sackler, who is the editor-in-chief, shares that she’d like to broaden her audience in the issues to come.

In the end, regardless of negative press and undisclosed hardships, the down-to-earth socialite icon continues to commit to her brand, her team, her family, and herself beyond any obstacle. “I’ve learned that it’s okay to fail. We’re always working to make our experiences better,” she says. “The important thing is to keep pushing forward.”

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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