Lifestyle
Meet The Charismatic Six-figure Public Speaker Alasdair Cunningham
Divulge Into The Life Of The Magnetizing Public Speaker.
Alasdair Cunningham is an entrepreneur and public speaker based in London. He is the founder of “Six-figure Speaker”, a workshop that helps people become better communicators and expert speakers. He has helped over a hundred people through his coaching program. Alasdair is a proficient speaker and has even won the title of “Best New Speaker” for the year 2018.
An Imperfect Life
Alasdair had a penchant for business and started his first business at the age of 22. He tasted success early in life and continued to pursue this business for a decade. He tried his hand at multiple businesses, but when one of his businesses failed, he suffered from depression. Talking about the period, Alasdair said, “I felt worthless and unmotivated, and this led me into a state of depression and anxiety. It took me to the lowest of lows in my life. I managed to pull myself out of the depressive state and go on to build a successful business. I decided to share this experience on the stage as I wanted my life to serve as motivation for the world. I want to let people know that no matter where they are or where they have been, it does not dictate their future success.”
After recovering from depression, Alasdair started dealing in real estate and scaled it to six figures. Real estate also made him discover his passion for public speaking. The entrepreneur had to step in for a presentation as his team member was unavailable for the meeting. The event gave him such a rush that he was hooked onto public speaking.
Not The Conventional Public Speaker
The entrepreneur never had a conventional life, from starting a business at a young age to suffering depression in his early thirties, to building a business in real estate, to becoming a public speaker. Even as a public speaker, he does not stick to convention. Alasdair said, “I value honesty, integrity, high ethics, and this means that I am very direct & to the point as a speaker. I do not believe in exaggerating and manipulating things. I say what needs to be said and not necessarily what sounds right. There is no fluff coming from me.”
The man genuinely enjoys public speaking and has even made a six-figure earning through it. He has imparted his wisdom across the world through speaking events. Now he is helping people become better communicators and speakers as a coach. As of now, he has helped over hundred people through his coaching program, and some of his students are even earning well through public speaking.
The speaker has even written a book called “Six-figure speaker, Turning passion into profit”, a book wherein he teaches the ways to overcome fears and his learnings. The book is available for free on his website. You can also learn more about the man and his events through his official Instagram here.
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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