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This is taking longer than usual. The sand dunes and the beach overlooking the distant skyline of Chicago are ideal for learning and creating wonderful images.
August , HTL weekend warrior is for those who want to attend HTL but can only participate through the weekend.
Experience HTL photography workshop. This event is August 29 and These guys are at the top of their game - they love photography and not just teach you the material, they engage you in an experience that has you leaving the event as if you'd been adopted into this really large, great family.
Personable, knowledgeable, approachable - HTL has done wonders for my portrait work. Thank you to all the photographers who shared their knowledge.
The models were great and the makeup artist was top shelf. Once again, thank you JT, Mrs. Smith, and the mentors. I learned a LOT and moving closer to pulling this kind of work into my comfort zone.
SuperShoots photography workshops started in with the advancement of digital photography and the internet's social media platforms.
Photographer J T Smith saw a need to educate photographers and provide a creative platform for amateurs, hobbyists, advanced photographers and professionals alike.
SS workshops are limited in attendees for best experience. We meet you at your level - No intimidation Learn a variety of lighting techniques Teachers that care about your passion for photography Educational seminars and hands-on workshops Photo sessions with each model through out the event.
All Workshops. Event Sites. Shop Photo Gear. Scroll Link. Taking a single hit from an enemy bullet kills the player, requiring them to restart the level.
Though the game mechanics are typical of most shooters, time only progresses normally when the player moves or fires a gun, otherwise time is slowed; this is described in the game's tagline "Time Moves Only When You Move".
The game originally was a three-level prototype browser game. In expanding to the full game, Superhot Team created a campaign mode across approximately thirty-one levels, estimated to be as long as Portal.
In the last portion of the campaign, the player becomes able to "hotswitch" into an enemy's body, wherein they take control over the target, with the previous body dying.
The manoeuvre allows the player to escape projectiles that are unavoidable, but has a cooldown timer that prevents repeated use, and the new body also drops its weapons upon switching.
In addition to the campaign mode, the full release of Superhot includes an "endless" mode, where the player survives as long as they can against an endless stream of enemies.
A new set of levels was developed for the virtual reality version of the game. The player's avatar reacts to the player's body, head, and hand movements; in keeping with the "time only moves when you move" concept, in-game time only progresses when the player makes deliberate movement with their body; turning their head to assess the situation, or making small twitches to the body do not cause time to progress.
The player's avatar can only move in a small space from their location on the level mapping to how the player moves around themselves ; after defeating a small wave of enemies, they grab onto a virtual object to jump them to a new location within the level.
Following the campaign, the player unlocks a similar endless mode as the non-VR title. A standalone expansion that does not require the main game, Superhot: Mind Control Delete uses roguelike elements.
Levels and challenges are procedurally generated. The expansion has the player choose one of several MINDS the player-character that each have unique abilities, unlocking these based on their progress in the game, and as they complete levels, gain power-ups that allow them to face tougher challenges.
It is initially planned for a Japanese release for PlayStation 4 and Windows, but other regions and platforms may follow.
The Superhot narrative works in several metanarrative levels: the player plays a fictionalized version of themselves sitting in front of their DOS prompt , getting a message from their friend who offers them a supposedly leaked copy of a new game called superhot.
Launching the game immediately thrusts the player into a series of seemingly unconnected levels via different points of view, all based around killing hostiles, after which the game glitches out and disconnects.
As both the player and their friend play through superhot. As the player goes through more and more levels, each apparently targeting specific locales, the system's warnings grow more ominous, telling them the player is unaware of the consequences of their actions, eventually forcing the player to walk to their own in-game house and to their in-game player character, a figure wearing VR headgear , and punch themselves into unconsciousness.
Upon doing so, the "game" glitches out, and the player character wakes with a severe head injury.
Afterward, the system warns the player once again to stop using Superhot , and forces the player to quit the game entirely. Inevitably, the player will start up Superhot again, and the system concedes to the player's insistence to keep playing, fully encouraging them to play more and more.
Now under the system's sway, the player begins a rampage through city streets, cutting through enemies to get closer and closer to a massive laboratory that houses the system itself.
There, it guides the player into uploading itself into the core as numerous enemies attempt to stop the player. Once done, the player becomes part of the core, joining numerous other minds absorbed by the core itself into a transhuman hivemind.
Superhot was originally developed for the 7 Day FPS Challenge, held that August, in which teams of programmers were given a week to develop complete, functional prototypes for games.
Piotr Iwanicki, Superhot 's director, was inspired by a Flash game, "Time4Cat", in which the player controls a cat trying to collect food on a busy road intersection; time only moves when the player moves the cat.
The name itself is based on considering the two words "super" and "hot", alone, are "positive" and "intense" and made for a good mantra within the game.
The Challenge prototype only featured three levels across three computers, which to meet the deadline the team strung together in three separate applications and called the game episodic.
Unlike a puzzle game where there is typically only one solution and one is rewarded for that, Iwanicki considers Superhot to be about having the time to adjust to one's instincts and improvise a strategy for completing a challenge.
In May , the development team launched a Kickstarter campaign to make Superhot a full release, including improvement of the art design, new levels and challenges, and support for the virtual reality headset Oculus Rift.
This included tuning some of the gameplay, such as adding a katana that could be used to cut oncoming bullets in half.
When they went to start the Kickstarter, they ran into problems being from Poland, a country not supported by Kickstarter at the time.
This gave the team more time to improve the game while the issues were resolved, allowing them to continue to build up the art assets for the Kickstarter promotion.
Cliff Bleszinski has designed a level for the game because he pledged for the Kickstarter tier that lets a backer to co-design an arena stage.
The art style of Superhot is minimalistic by design, according to art director Marcin Surma. This choice was made during the creation of the demonstration primarily to allow the team to focus on the gameplay aspects for the 7-day FPS Challenge.
Free downloadable content in the form of new levels, including a new gameplay feature, was released for all versions in With the critical success of the game by late , the Superhot team started working on a version for the PlayStation 4.
This was released in 21 July The Rift-enabled version included the added gameplay feature of allowing the player to lean the character to side by leaning their bodies, and rotating the character's view separate from their bodies motion.
Many journalists that played this demonstration compared the experience to being like the characters of Neo or Morpheus from the film The Matrix , exemplifying the game's use of the Rift as innovative compared to other Rift-enabled games.
After completing the Kickstarter with sufficient funds for the VR-enabled version, the Superhot team realized that they needed to rebuild the game from scratch to provide the best VR experience for Superhot , named Superhot VR.
They also needed to find ways to simulate a player's hitbox , given that the Oculus can only track the player's head and hands.
They used this to approximate the player's torso in game. Developer Tomasz Kaczmarczyk said that compared to the standard version of the game, the VR-enabled one requires the player to act out all the motions to complete a game level, making the player "feel percent engaged" in the experience.
Oculus VR itself came under criticism in April after the company decided to apply digital rights management controls on its software that required Oculus games to only be played on the Rift, effectively breaking a user-made patch, called "Revive", to allow these games to have been played on the HTC Vive.
Superhot's developers noted that without Oculus' help, the VR version of the game would not be as sophisticated as it came out to be, and restated their intentions to port the game to other VR systems.
Superhot Team is working with Manuel Correia to produce a Superhot card game. The game uses a set of cards where most are dual-purpose cards, either treated as obstacles or as a move the player can make; for example a card representing a weapon would be representing an enemy shooting at the player as an obstacle, or a weapon the player has if as a move.
Additionally, there are "bullet" cards that are only obstacles. The goal is to use cards in ones hand as moves, using their points to meet or exceed the cost value of the obstacles as to eliminate non-bullet cards from a tableau on the table; once all obstacle cards are eliminated, the player can then use moves to eliminate the bullets.
The player can also opt to "gain" an obstacle card for their own deck, making the game have elements of a deck-building card game. If a player exhausts their hand before eliminating all the obstacle cards, any remaining bullets are counted against them, and after four bullets marks, the game is over.