Connect with us

Lifestyle

Who is fashion designer and digital influencer Emel Gloss?

mm

Published

on

Owning your own business and being your own boss is a wonderful opportunity, but for many people, that also means being on call 24 hours a day.

Such is the case for fashion designer and social media digital influencer Emel Gloss.

Gloss began to build a social media following on Instagram in 2013 with her account @emelgloss_official. She then launched her first clothing line in 2019 at www.emelgloss.com.

“For me, my work and my private life flow together since my business and being an influencer is a 24/7 job,” she said. “There are not set working hours like a regular 9-to-5.”

That is why it’s important to Gloss that she remembers to take time off for herself to create a better balance in her life.

Some of the ways Gloss finds that balance is through travel, whether for work or pleasure.

Born in Austria, Gloss spent most of her childhood living in Turkey.

“Which is part of the reason why I travel there frequently,” she said. “I visit part of my family who lives there, and I also travel there for work. My collections are produced in Istanbul, which is why I go there most often for work.”

She said she does enjoy traveling other countries, but Istanbul holds a very special place in her heart.

“I love this wonderful city so much. I love the culture, the people and find it very inspiring overall,” she said. “For a while, I even considered moving there because I am simply so in love with Istanbul.”

Gloss said she loves to go out and be among people, but also enjoys spending time alone.

“That’s when my thoughts get really intense,” she said. “And I get really creative.”

No matter where she goes, there is one element she must be around – the water.

“It really influences and affects me,” she said, noting her zodiac sign is cancer. “I feel really connected and drawn to water. I love to swim, and when I am by the ocean, I feel blissful and at peace.”

The calming flow of water helps Gloss keep her life in perspective and allows her the time to decompress from all the hustle and bustle that comes along with operating a successful business and creating new lines of clothing. For Gloss, the water is good not only for her physical well-being, but also her emotional and mental health.

“My life motto is, ‘Tomorrow you will be what you think today,’” she said. “I love the never-ending ocean, and when I look at the sea, I am reminded that there are no limits to life and that everything is possible if you believe in yourself.

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

Continue Reading
Advertisement
Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

Lifestyle

The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes

mm

Published

on

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.

Continue Reading

Trending