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Impacting Lives Will Always Come First – Avi Grondin

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The purpose of human existence is to help other people reach their fullest potential in life. We are created unique, with varying degrees of light and awesomeness, to help others become better versions of themselves while we become ours. Avi Grondin, CEO of Variance Marketing, believes that human existence has grown over the centuries because humans became so good that they gave others the license to become better.

Avi Grondin has had speaking opportunities at the TedX stage in Canada and has been featured in some of the country’s top business magazines, continually speaks of impact as the core of every social purpose. Avi reiterates that there is a need for every person to recalibrate their minds to become more impactful and more human-centric in their dealings. For Avi, the moment we shift our work’s focus from being rich and accumulating wealth to impacting lives and changing the narratives of those around us, we become better humans and make way more money in the process. And the world is better for it.

In his TedX speech, Avi said that he has learned from his mother and his clients that creating positive impacts has ripple effects. The effects spread to different people at different times. There are too many people whose sole aim of doing business is to make money. While this is good, Avi points out; it isn’t sustainable. It doesn’t meet the core requirement of our purpose.

Avi will never agree that making profits comes before making an impact. He agrees that businesses should make money. What he disagrees on, he said during one of his speeches, is for the money-making process to trump the impact-delivering.

“Whenever I speak to people, young or old, I feel good, somewhat fulfilled. You know why?” Avi asks his audience. “It is because I know that I am impacting lives, helping people see the light in themselves, helping them get better,” he says.

 Avi is a serial entrepreneur with years of experience growing businesses. His marketing agency, Variance Marketing, has been at the forefront of helping many small and big companies make the most of their marketing. Avi says he offers value and makes an impact through his company when he creates and delivers marketing strategies to his clients.

‘The work that I do as a marketer is impactful. While many may see it as making sales, it goes beyond that. We not only improve sales; we also help the customers with the valuable content necessary to nurture their prospects. It is a win-win situation for all parties involved,” Avi says.

Avi is also delving into the retail cannabis space and sees his new dispensary chain, ModernDay Cannabis, as another way he can impact people’s lives. 

“For every tree we buy, we plant trees,” Avi said about his new cannabis business. The savvy businessman, 24, has made it his life’s work always to give back, and make an impact with whatever he does. It is still about making the world better.”

To follow Avi Grondin’s journey and get first-hand info, click his covers on Instagram, facebook and LinkedIn today!

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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