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Marco Varga – Footballer, Photographer, Influencer, He Has Done It All

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Marco Varga, a Swiss-born photographer, was a professional soccer player till the age of 25. And now, he is not just a professional photographer, much-admired for his beautiful clicks, but he is also a renowned filmmaker and social media consultant. If there is one person who can teach the present generation a thing or two about having your cake and eating it too, it would be Marco!

His website describes him as a “Creator of quality designs and thinker of fresh ideas” but if you take a look at his early life, Marco was set for a totally different life. Growing up in a pristine Swiss village of Urdorf, Marco started playing soccer at the age of 5. After playing for the village team, FC Urdorf, till the age of 12, Marco was transferred to the prestigious Grasshoppers Club Zurich where he put himself head first into building a career of a professional footballer.

He was one month into his University education and 20-years-old when he signed his first professional soccer contract. It was at that time that he decided to quit the traditional education and focus completely on soccer as a career. He realized his dream and played professional soccer for the next five years. However, at 25, it was time to reorganize his priorities, simply because he could not achieve that stage in his sports life, where he could think of being a soccer player forever.

He took a U-turn towards his University education & became a graduate of the University of Economy in Zurich. After passing out, he went on to work for IBM. But that was again a stopover rather than the final destination.

During his time at University, Marco dabbled in modelling and went on Instagram to share his photographs with his followers. With the increase in his followers on social media, he began to receive influencer campaigns to execute. Then, one thing led to another and soon Marco was wielding the camera to capture images of himself and his surroundings. And now, for the past four years, he has been working as a content creator for several big companies, with his main goal to “produce captivating social media content.” He lives in and operates from Zurich. He is also fluent in English, German and Italian. Marco worked real hard to learn the photography and videography skills such as Adobe Photoshop, Adobe Lightroom, Adobe Premiere Pro, Adobe After Effects, etc.

So far, he has done campaigns with such prestigious clients like Zalando, Mercedes, IWC, Hotelplan, Victorinox, Migros, IWC, SIGG, Nirvan Javan, JOBS, Decathlon, etc.

Speaking about the period of his last switch in careers, Marco says, “I started as a fashion influencer as I got more and more attention because of my modelling pictures. But I always saw my modelling career as a 2nd income. It was more a way to earn money than an addiction. I always wanted to travel and take pictures of the beauty of nature.”

After opening his social media content creation company, dmus-media, with a partner, he has been travelling the world with his girlfriend.

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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