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The Entertainment Entrepreneur: Ben Stranahan

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The word entrepreneur means “the one who bears the risk.” It’s en vogue these days to be an entrepreneur, or at least to call yourself one. But very few are willing to put in the time, energy, and sacrifice required to live the entrepreneurial lifestyle and to make their dreams come to life.

Becoming an entrepreneur in the entertainment industry is especially difficult. Not only do you have to have a desire to create something that people want, namely, your ability to perform and produce great art, but you will often have to master a complicated maze of networks, bureaucracy, politics, and unspoken rules as well. It can be nightmarish, exhausting, and simply soul crushing. And for most who try, it is.

Ben Stranahan is an artist of the highest order. He’s carefully crafted a brand as a performer, actor, musician, producer, fitness enthusiast and so much more, consistently creating quality work year in and year out and landing production and acting roles at the highest level. He’s a regular feature for festival rollouts, and is no stranger to the Thespian world as well.

Ben explains, “We can and must change the world for the better and teach people through the arts and the many facets of storytelling.”

Ben has produced for and worked with actors such as Neve Campbell, Bill Paxton, Imogen Poots, Jack Lowden, Alex Wolff, Keir Gilchrist and many more.

As his website and IMDB describes, “He has an electric energy that is injected into every role and is known to be a Director’s actor, working with the people around him to bring out the most compelling and dynamic characters. Ben belongs on the stage and in front of the camera, feeling at home with other artists and performers.”

In the TV landscape, Ben has produced the smart anthology series The Midnight Anthology starring Clancy Brown. The pilot premiered at the New York Television Festival in 2015 and won both the Artistic Achievement and Best Director awards at the festival. Ben and the The Midnight Anthology team are in development on the remaining episodes of the series.

Ben’s biography further explains, “Ben, an Aspen, Colorado native who was raised by inspiring and creative parents, found himself at a young age gripped by a lifelong passion for the arts. Ben quotes something Richard Linklater say in an interview that has stuck with him: “People who ask me why I make films don’t understand that it’s not a choice. Painters paint, filmmakers make films.” 

Being a filmmaker is part of who Ben is as much as anything else. He’s equally skilled on both sides of the camera, with lead roles in such films as Adam Levins Population Zero and Andrew Chan’s award winning anthology series, The Midnight Anthology, starring Clancy Brown . As a seasoned producer, Ben has produced many feature films including Mean Dreams starring Bill Paxton, Sophie Nélisse, Josh Wiggins and Colm Feore, which premiered in 2016 in the Directors Fortnight at Cannes and as a Special Presentation at TIFF. Mean Dreams went on to be sold into over 50 countries and have theatrical releases in over 10 territories. He’s also produced the genre-bending psychological thriller Population Zero that’s been critically lauded around the world and produced the thriller Calibre, which was released on Netflix in 2018 and was nominated for 4 BAFTA awards, winning one for Best Actor – Jack Lowden. (www.benstranahan.com)

His most recent production work was Castle in the Ground, starring Imogen Potts, Neve Campbell and Alex Wolff, Which premiered at TIFF and SXSW. (BenStranahan.com)

Learn more about Ben’s incredible career and work at www.benstranahan.com 

 

Rosario is from New York and has worked with leading companies like Microsoft as a copy-writer in the past. Now he spends his time writing for readers of BigtimeDaily.com

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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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