Status: Active
Darkstar Multimedia is a developing creative studio and venture ecosystem focused on brand development, multimedia production, and collaborative project incubation. It serves as the structural foundation for a network of media, technology, and creative initiatives that share infrastructure, branding, promotion, and development resources.
Through Darkstar Multimedia, projects connected to underground music culture, alternative media, immersive storytelling, and emerging technology are being developed and structured. Active and in-progress ventures include Dark Star Radio, The Gambol Show, and future initiatives such as Belligerent Curse Studios, alongside additional software, AI, and digital media projects currently in development.
As founder and creative director, I define the overall vision, brand identity, and strategic direction of the ecosystem. My role includes developing project concepts, establishing branding systems, coordinating creative and technical collaboration, and designing production pipelines that support ongoing and future ventures within the network.
Darkstar Multimedia is being built to function as both a creative studio and venture incubator. Projects within the ecosystem share infrastructure, promotional support, and creative direction, allowing contributors to collaborate across media production, technology development, and storytelling initiatives. New ventures may also be developed collaboratively by combining skill sets across multiple areas of multimedia production.
Projects developed under this structure follow shared creative and ethical standards. As ventures mature, the ecosystem is designed to support reinvestment into infrastructure, existing projects, and the incubation of new initiatives, creating a sustainable cycle of development and expansion.
Darkstar Multimedia represents a long-term effort to build an interconnected network of media, technology, and storytelling ventures that support independent creators, alternative voices, and experimental approaches to digital entertainment and development.
The following methods and contributions are demonstrated across projects within this portfolio, including Dark Star Radio, The Gambol Show, live broadcast productions, and collaborative development work.
Company Vision and Venture Ecosystem Development
Creative Direction, Branding, and Strategic Planning
Marketing Strategy and Audience Development
Media Production, Broadcasting, and Digital Content Oversight
Technology, Software, and AI Project Coordination
Brand Development, Promotion, and Partner Collaboration
Production Systems, Workflow Design, and Operational Structure
Collaborative Venture Development and Incubation
Community Building and Independent Media Support
Status: In Development
Volunteer & General Interest Form
Adaptive Wrestling Entertainment (AWE) is a professional wrestling and live entertainment initiative currently in development, created to build a character-driven, story-rich wrestling platform where disabled performers and veterans can take part in performance, storytelling, and entertainment in meaningful and visible ways. The project is being designed to combine narrative, performance, and digital media into an immersive wrestling experience rooted in accessibility, inclusion, and bold creative identity.
The concept was inspired by my experience in Second Life wrestling and by performing as an Ancestor in The Addams Family musical. Second Life wrestling gave me a foundation in wrestling storytelling, character work, and show structure within a digital environment, while theatrical performance expanded my interest in live character-based entertainment and audience experience. Together, those experiences inspired me to begin developing AWE as a project that bridges wrestling, performance, and inclusive production.
At its core, AWE is being built with the vision of creating opportunities for people who are too often excluded from traditional performance spaces. My goal is to develop a wrestling environment where disabled creatives, disabled performers, and veterans can participate not only as talent, but as visible contributors to a larger entertainment experience shaped by story, character, and collaboration. This vision is central to the project’s identity and influences both its creative direction and its long-term production planning.
At this stage, AWE is in an active research and planning phase. I am collecting data, identifying production requirements, and evaluating what is needed to move the project into full execution. This includes determining operational needs, infrastructure costs, staffing requirements, accessibility considerations, and presentation materials that can support future fundraising, development planning, and strategic decision-making.
As Founder, Creative Director, and Acting President, I lead the overall vision, creative direction, and organizational planning of the initiative. My role includes developing narrative systems, shaping character and story concepts, outlining project structure, and researching the production, staffing, and technical requirements necessary to make future live events possible. I am also preparing the project for future presentation through data collection, planning documentation, and development strategy.
A critical part of this phase is assessing the physical infrastructure required for accessible production. The ring needed for the project requires engineering support to be made ADA-safe and suitable for inclusive use. Accessibility is not an afterthought within AWE. It is part of the project’s foundation and a key factor in determining what expertise, resources, partnerships, and funding will be required before production can move forward.
Adaptive Wrestling Entertainment represents a production-focused initiative in its foundational stage, where creative direction, accessibility planning, and operational development are being aligned to support future execution. The long-term vision is to create a wrestling and performance platform that is dramatic, immersive, and unapologetically bold, while also opening the door for disabled performers and veterans to be seen, valued, and empowered within the world of wrestling entertainment.
The following methods and contributions are being actively developed and applied during the planning and development phase of Adaptive Wrestling Entertainment.
Creative Direction & Narrative Development (storylines, character concepts, continuity)
Inclusive Performance Platform Development
Accessibility Planning & Infrastructure Evaluation
Wrestling Storytelling & Performance Concept Development
Live Event Research & Production Requirement Assessment
Data Collection, Budget Planning & Funding Preparation
Pitch Development & Presentation Strategy
Workflow & Organizational Structure Design
Collaboration Planning & Team Structure Development
Brand Identity & Audience Experience Development
Status: In Development
Belligerent Curse Studios (BCS) is a studio concept in development under the Darkstar Multimedia umbrella, focused on building gritty, mythic, genre-driven worlds across film, animation, VFX, immersive media, and games. The studio vision draws from cyberpunk aesthetics, urban fantasy storytelling, horror energy, and underground culture, with the long-term goal of producing original IP and cinematic experiences.
BCS currently exists as a structured development initiative where I am defining the studio’s creative and operational foundation. This includes establishing core worldbuilding systems, developing visual identity frameworks, and outlining production pipelines that can support future projects across multiple formats.
As founder and creative director, I lead the studio vision, worldbuilding direction, and systems planning required to move from concept into production. My role involves defining creative pillars, designing scalable workflows, and mapping how collaborative teams can be structured to support future film, animation, and game development.
Belligerent Curse Studios represents a production-focused extension of the Darkstar Multimedia ecosystem, being built around a strong creative identity, sustainable production systems, and long-term development of genre-driven IP.
These methods are being actively developed and applied as part of the studio’s foundation and will support future productions within this portfolio.
Studio Vision & Creative Direction
Worldbuilding & IP Development (themes, tone, narrative systems)
Visual Identity & Brand Framework (aesthetic language, style direction, consistency)
Production Strategy & Pipeline Planning (workflow design, scalability, sustainability)
Project Scoping & Development Roadmaps (milestones, iteration planning)
Collaboration Planning (team structure, roles, contributor alignment)
Platform & Format Exploration (film, animation, machinima, immersive media, games)
Status: Active
Dark Star Radio is an underground digital radio station broadcasting dark electronic, goth, industrial, black and death metal, along with other subcultural sounds for listeners seeking music beyond the algorithm. Founded in 2014, the station has grown into a collaborative platform featuring resident DJs and operational support, while continuing to amplify underground artists and foster community within alternative spaces.
As founder, I lead the station’s vision, programming direction, show development, and technical and creative systems management. I oversee much of the behind-the-scenes infrastructure personally, including curation, platform maintenance, and long-term development, while supporting resident DJs and collaborators in bringing their own voices, styles, and audiences into the station.
With more than a decade on the air, Dark Star Radio reflects sustained independent media building through curation, consistency, and collaborative growth. It functions as both a broadcast platform and a community-driven space for underground music, alternative culture, and voices that exist outside mainstream music systems.
The following methods and contributions are demonstrated through the ongoing development, operation, and growth of Dark Star Radio.
Station Creation & Brand Vision
Music Curation & Artist Sourcing
Show Creation & Programming (concept development, playlist building, scheduling)
Technical Oversight & Systems Management
Social Media & Community Engagement
Event Coordination & Guest Collaboration
Financial Support & Platform Maintenance (primary funder)
Team Leadership & DJ Coordination
Status: Ongoing (current program: Mourning Coffee At Noon)
Live Broadcast Series | Audio & Subculture Production
Rogue DJ Live Shows encompasses Jessika’s evolving body of live goth, metal, and alternative radio broadcasts under Dark Star Radio. The series currently centers on Mourning Coffee At Noon, an evolution of the earlier Mourning Coffee broadcasts.
As Jessika’s schedule and production system evolved, Mourning Coffee shifted from a daily show to five days a week, and is now produced as a weekly broadcast, prioritizing sustainability while maintaining a consistent creative presence and community anchor.
Previous programs include Metal Night and Morbital, now archived/paused while the current format continues to develop.
Each broadcast blends curated dark music sets with thematic commentary, in-character hosting, and live community engagement. What began as DJ-forward sets expanded into narrative-infused live commentary and subculture reflection, aligning with Jessika’s mission to amplify alternative voices while building sustainable, systems-driven creative practices.
Methods & Contributions
Thematic music curation across goth, industrial, and metal genres
Scripted and improvisational live commentary and in-character hosting
Technical live broadcast management and stream optimization
Audience and subculture community building
Integration of narrative arcs and personal storytelling within live shows
Brand-aligned aesthetic and tone across The Rogue DJ identity
Status: Ongoing
Sinwave: Godless Frequency
Live Broadcast Series | Character-Driven Subculture Radio
Sinwave: Godless Frequency is Lady Desire’s current ongoing broadcast on Dark Star Radio, performed fully in-character as an audio-forward character development project. The show blends industrial, aggrotech, noise, and other dark electronic curation with live narrative performance, using the radio format as a stage for monologues, identity-building, and ongoing story continuity inside the Dark Star ecosystem.
Wrestling elements may appear when relevant, but the core purpose is character evolution: a recurring transmission where Lady Desire sharpens voice, motive, tone, and lore through live audience energy and serialized narrative moments.
Past/rotating Lady Desire programs have included The Signal Screams, Sinwave Rave, and occasional Before Dawn pop-ups, now paused/occasional while Sinwave remains the primary ongoing format.
Methods & Contributions
Thematic music curation (industrial, aggrotech, noise, dark electronic)
In-character live hosting as Lady Desire, including narrative monologues and serialized arcs
On-air character development aligned with the Dark Star ecosystem
Optional integration of wrestling storylines and match promotion when applicable
Live broadcast management and technical stream optimization
Community engagement within electronic/industrial subculture audiences
Adaptive programming for flexible audience connection (pop-up formats as needed)
Status: Pre-Production
Character-Driven Narrative Broadcast | Year-Long Thematic Architecture
Dead Air is a 52-week, character-driven broadcast series performed through the voice of Madam Mort, an archivist figure who examines death as structure rather than spectacle.
Designed as a spiraling year map, the series moves intentionally through six arcs: personal fracture, mythic narrative, identity collapse, cultural extinction, afterlife theory, and return. Each episode builds on the previous one, deepening the philosophical lens while maintaining standalone cohesion.
Madam Mort serves as a quiet companion rather than a dramatist. The tone is observational, restrained, and archival. Death is treated as inevitability, pattern, and architecture, not performance.
Episodes follow a repeatable structural framework, blending timed segments, audience engagement prompts, reflective commentary, and a closing eulogy ritual. The format allows for long-term narrative continuity while sustaining creative consistency across an entire year.
Dead Air functions simultaneously as:
A live broadcast series
A serialized philosophical project
A character development vehicle
A systems-driven creative practice
Methods & Contributions
Creation and authorship of the Madam Mort character voice
52-week narrative arc design (spiral structure model)
Structured episode architecture and continuity mapping
Scriptwriting and live performance in-character
Development of signature language and recurring thematic anchors
Integration of audience reflection prompts within a controlled tonal framework
Sustainable broadcast system design for long-form storytelling
Status: Pre-production
Scripted Interview Series | Audio & Subculture Production
Logling: A darkly playful, in-character subculture interview series weaving narrative journalism and ritual performance into scalable arcs for Dark Star Radio.
About:
The Velvet Hour is an in-character, darkly playful interview series hosted by Lady Desire on Dark Star Radio, blending music journalism with live performance. Jessika produces, writes, and hosts each episode, crafting a mythic, genre-aligned space for underground bands to share their stories while building Dark Star’s subculture pipeline.
The series is produced in layered 4-episode arcs, allowing bands to return across multiple episodes while exploring deeper themes such as ritual, transformation, and rebellion within the underworld of sound. This scalable structure sustains a consistent content pipeline for Dark Star Radio while amplifying subculture voices in an evergreen, engaging format.
Narrative-aligned, thematic scripting of interview questions
In-character performance and live hosting as Lady Desire
Artist coordination, scheduling, and relationship management
Recording, editing, and mastering for consistent tone and broadcast readiness
Music and dark soundscape integration aligned with guest aesthetic
Layered, multi-episode arc design for scalable, sustainable pipeline building
Status: In development
Rise from the Fallout is a mobile game company dedicated to building genre-bending games that amplify underground music, alternative storytelling, and subculture aesthetics while supporting independent creators.
As co-founder, I guide vision and creative direction while ensuring our games integrate music contributions from underground bands, building worlds that resonate with players seeking something beyond the mainstream.
I provided 50% of the initial funding to establish Rise from the Fallout, ensuring the studio has a solid, independent foundation to support artists and foster community while developing innovative mobile games.
Methods & Contributions:
Studio vision & creative direction
Integrating underground music and subculture aesthetics into game development
Artist and musician partnership coordination
Event collaboration and community engagement
Financial stakeholder (50% funding)
Status: In Development
The Dark Star Caster System is a modular video and live filming system for Second Life, created to enable in-world news, wrestling, machinima, and live broadcast productions with layered overlays, scene switching, and camera management designed for low cognitive load during live operation.
Born from my original idea to produce live newscasts and wrestling shows inside Second Life, I guided the system’s vision, feature priorities, and workflow design, ensuring it empowers creators to produce high-quality live and recorded in-world content.
I also provided 50% of the initial funding, co-founding the project to support independent filmmakers, streamers, and storytellers in immersive environments.
Methods & Contributions:
Discord (collaboration, feedback, planning)
Creative direction & systems mapping
Financial stakeholder (50% funding)
Status: In development
Creative Networking, Friendship, and Discovery HUD for Second Life
Originator and creative lead behind Collab N Friends, a HUD-based networking and discovery system built exclusively for Second Life. It’s designed as a living creative switchboard where people can meet friends with shared interests and also find collaborators, teams, and opportunities without relying on group spam or random outreach.
Collab N Friends supports both social connection and project-building, including:
Making friends who share your interests (roleplay, fashion, music, theater, builds, etc.)
Roleplay storytelling & community discovery
Club staffing & venue recruitment
Casting calls for shows, machinima, and performances
Creative projects & long-term team building
Location discovery with privacy-safe live activity visibility
In-world promotion for events, venues, and services
Users create structured profiles (skills, interests, availability, goals), and the system helps them discover people and places that actually fit, whether the goal is collaboration, hiring, joining a team, or simply expanding your circle.
A key differentiator is its privacy-safe activity system, showing total human presence at listed locations without tracking names or personal data, so discovery is organic while boundaries stay intact.
🎨 Role & Contributions
Originated the concept and overall ecosystem vision
Defined the core experience pillars: connection, collaboration, discovery, promotion, safety
Led brand identity and visual direction
Designed promotional graphics and presentation assets
Served as the public-facing representative and project communicator
Status: In development
The Gambol is a hybrid virtual studio concept inside Second Life, designed to blend immersive machinima production, live virtual events, and community gatherings under a single, adaptable pipeline. It is an idea born from seeing the limitations of scattered workflows for indie creators and realizing there could be a unified system for live filming, storytelling, and community building.
As the leader and originator, I am building the vision, production workflows, and immersive design direction for The Gambol while actively seeking collaborators ready to align with a systems-driven, alternative creative studio model.
Currently, The Gambol is in its pre-launch development phase, with expansion planned after the Dark Star Caster System camera workflow launch, which will provide the backbone for scalable in-world filming.
Vision creation & immersive worldbuilding
Systems design for hybrid virtual production workflows
Concept development for machinima, live filming, and storytelling
Event and community integration strategy
Recruitment of RL and SL collaborators for pipeline building
Alignment with Belligerent Curse Studios’ future production goals
Status: Ongoing (Talent) | Leadership Role Concluded
At Premier Wrestling, a leading professional wrestling federation in Second Life, I previously served as Executive of Media Distribution, ensuring live shows were captured, edited, reviewed, and released efficiently while maintaining the brand’s professional standards.
In this role, I supervised filmers and editors, reviewed recorded episodes for quality and pacing, and stepped in to fix and edit footage as needed to ensure consistency. I also managed YouTube publishing, including uploads, metadata, naming conventions, and hashtags to maximize discoverability while staying aligned with brand voice and community guidelines.
🛠️ Methods & Contributions
Coordinated filmers and video editors to maintain a reliable production pipeline.
Reviewed recorded episodes for clarity, pacing, continuity, and quality.
Edited and repaired footage to improve consistency and viewer experience.
Managed YouTube upload workflows, metadata, and discoverability practices.
Enforced consistent naming conventions, hashtags, and metadata standards.
Supported the community through dependable, polished content delivery.
⚡ Why I Stepped Away from Management
Over time, it became clear the organization lacked consistent operational structure, including clear handoffs and defined workflows to support sustainable production. I recommended implementing basic systems and a pipeline to clarify responsibilities and improve quality control. When leadership was not willing to adopt a more organized process, I chose to step away from the management role and focus my efforts where structured, sustainable workflows are valued.
🎭 Current Status (Still Active Talent)
I remain active within Premier Wrestling as an OVERLOAD Wrestler: Lady Desire, and I also work as RISE Manager for The Flashkick.
Original IP | Teen Spy Interactive Adventure
Status: On Hold (Funding)
Original IP development and interactive branching narrative design
High-stakes escape sequences, puzzle-solving, and player agency
Dynamic voice and teen spy mythos for CYA game format
Worldbuilding for a modern secret-agent universe with hidden family lore
Status: On Hold (Funding)
Pitch
3D Animation/Live Action/VFX/Stop Motion
Logline:
a school girl constantly being bullied for being too thin “paper-doll” they call her, escapes reality to become someone else, a person who can protect herself and fights with other companions against a known evil.
Software Used:
Final Draft, Sheets, Docs, Pages, PowerPoint, Photoshop, Pintrest, Liquid Binder.
Status: Completed
IMDB
Logline:
based on the true story of Jason Derek Brown- a charismatic con man turned party king who bankrolls his luxurious lifestyle through a series of scams. When his funds run low and his past catches up with him, he plots his most elaborate scheme yet and, in the process, becomes the FBI’s most unlikely- and elusive – top ten fugitive.
Software:
Shotgrid, Sheets, forms, Nuke.
Status: Past Collaboration | Archived
Logline:During WWII the military discover a hole in the artic where aliens have been living for centuries.
Software:
Shotgrid, Sheets, forms, Maya, Houdini.
Status: Past Collaboration | Archived
Logline:
A young man seeks Lord Grey, duelist, bent on revenge for the death of his father. He comes to find that the world of the Duelist is more convoluted than he imagined and that his father may not have been the innocent he originally thought.
Software:
Shotgrid, Sheets, forms, Maya, Nuke.
Status: Past Collaboration | Archived
Website
Stop Motion and 2D Animation
Logline:
A little Neanderthal girl is searching for family.
Software:
Shotgrid, Sheets, Toonboom, dragonframe, sites, Nuke.
Status: Completed
Logline:
a short film documentary about the black cowboys in Rodeo
Software:
Shotgrid, Sheets, Nuke.
Status: Completed
Logline:
A Star Hosted Parody Dating Show Short hosted by Jessika Darkstar, one guest contestant and 3 monsters competing for a date with the contestant.
Software:
Character Animator, Final Cut, Audition, Premiere, sheets, & Docs.
Status: Completed
gotyoursixsupportdogs.org
Logline:
A PSA about the great organization that supports Veterans and first responders who suffer PTSD and support them by helping provide Support Animals.
Software:
Docs, Sheets, Final Cut, Premiere, After Effects.