Lifestyle
Influencing the world with her work, Olivia Molina Avellaneda, a model is setting an example straight of never giving up in life
This dynamic model & astute entrepreneur have had many life experiences that she overcame all alone, which gave her a sense of belief & confidence in herself.
Sometimes all you need in life is courage & grit to overcome the many struggles you go through the course of life. That’s the only option left with people sometimes, but what’s more important to note here is that it is only essential to live life with that courage because the path that everybody walks in life is not always going to be filled with roses, but also with thorns. Olivia Molina is one such woman who had challenges laid in front of her at different timelines of her life, but she always faced them with her ‘never give up’ attitude & here she is today as one of those rare multi-talented people in the world who can do anything & ace the game like a pro.
Born on June 16, 1989, in Recoleta, Buenos Aires, Argentina, Molina’s life was filled with struggles since childhood. She lost her baby brother at the age of 5 & a week later also lost her aunt, leaving her one year old daughter with Molina’s parents. So, Molina had one brother & a sister. She learnt from several schools during her childhood as her family moved from one place to other every two years. However, Molina had a political family background both from her paternal & maternal side. Her grandfather – Mr José Domingo Molina Gómez & her great great grandfather Mr Nicolás Remigio Aurelio Avellaneda Silva from her father’s side both served the country of Argentina by being its President. Her great grandfather, Mr Pedro Rivas from her mother’s side, was also a Senator & owned 5k hectares of land in Argentina.
As a child, she was great at sports & participated in many extracurricular activities as well. She played sports like grass hockey, tennis, basketball, volleyball, artistic gymnastics, artistic skating, drawing & painting, playing the flute & also playing chess. Being the president of the chess club, she even travelled extensively around the country for tournaments. Molina turned into an author at just 9 years. She wrote a book about her life & at the age of 17, she wrote another book about eating disorders in teenagers.
When she was all of 15, she decided to become a model & to study for the same she went to Ricardo Pineiro agency and school. By the time Molina turned 18, she even studied about being a fashion stylist & makeup artist. That was the time she became an actress as well where she played the role of Felícitas Olga, a co-protagonist in the popular soap opera called ‘Patito Feo’. This show was played by Disney channel & after its unbeaten run of two seasons; they also came up with a movie in 2010. By 2009/2010, she also started her stint in theater & did plays at “Avenida Corrientes”. She played a protagonist in a play called “passion”.
Understanding that acting was not her true calling, she went ahead to study a long term course on cocktail mixing & then shifted to Mexico & worked there as a bartender. Even after returning, she continued her job as a bartender in the clubs of Argentina. Later Molina got married but also faced a lot of financial problems, so Molina set up a makeup supplies company. This business of hers made her earn 10.000$ USD in 2 weeks. She also tried her hand with “body chain” accessories which created a rage in fashion.
Molina then started working for CR models, a modeling agency in Argentina, where she did fashion production work & also looked after the hair & makeup department. Working for this company made her do scouting work, which helped her create a vast database. After facing her husband death, Olivia decided to leave Argentina Knowing that Europe could offer her many more opportunities for her career, she moved to London, where she became an entrepreneur & started her company of image modeling, matchmaking & concierge. In just a year & a half, she made $1 million of net income. During her time in Europe, she travelled the world & went to countries like China, Singapore, Arabia and all of America including North, South & Central.
This increased her quest for becoming a more prominent entrepreneur & so she launched a company in Dubai as well & resided in the UAE. Molina is a true blue genius with an IQ of 144 & a talented model & businesswoman who has today become a great inspiring story for others to know. She fluently speaks Spanish and English and understands perfectly Portuguese, Italian and French
Last year in 2019, she shifted her base to NYC & then to LA. She decided to become an entrepreneur even there & so she opened up her small food businesses in California & also applied for an investor’s Visa – E2 Visa. This animal lover is currently competing for the MAXIM Cover Girl 2020, the voting for which ends in another five days (https://maximcovergirl.com/2020/olivia-13).
Also, the beauty with brains is presently seeing someone & is expecting a baby girl.
Lifestyle
The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes
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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