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	<title>TunaHQ &#187; cover girl</title>
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	<link>http://www.tunahq.com</link>
	<description>Game Developer Blog</description>
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		<title>Cover Girl Is Out!</title>
		<link>http://www.tunahq.com/2011/01/cover-girl-is-out/</link>
		<comments>http://www.tunahq.com/2011/01/cover-girl-is-out/#comments</comments>
		<pubDate>Tue, 04 Jan 2011 16:41:18 +0000</pubDate>
		<dc:creator>alex</dc:creator>
				<category><![CDATA[Cover Girl]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[cover girl]]></category>
		<category><![CDATA[education]]></category>

		<guid isPermaLink="false">http://www.tunahq.com/?p=542</guid>
		<description><![CDATA[At last, Cover Girl is out and can be found here. It&#8217;s a project for Channel 4 Education and focusses on the media&#8217;s cynical manipulation of body image. I will let Andy tell you more: It&#8217;s over two years since the original pitch was put together for Cover Girl. The idea evolved from an experiment [...]]]></description>
			<content:encoded><![CDATA[<p>At       last, Cover Girl       is out and can be found <a href="http://www.playcovergirl.com/" target="_blank">here</a>. It&#8217;s a project for Channel 4 Education and focusses on the media&#8217;s cynical manipulation of body image.</p>
<p>I will let Andy tell you more:</p>
<p>It&#8217;s       over two years       since the original pitch was put together for Cover Girl. The idea       evolved from an       experiment to use input methods from everyday PC applications. The       aim was to look outside of games for interactions that had a       pleasing feel to them and graphics packages, with their myriad of       virtual manipulation controls,       were a fertile ground. There are definitely interactions that feel       just       right; they have an intuitive nature and a pleasing elegance to       them.</p>
<p>This       train of thought lead to a &#8216;casual&#8217; game       that was scrapped at the prototype phase, but the idea of       interactions based around       existing operations remained. Then, as often happens, a       simplification of what we originally set out to do dawned on us.       Why try to force an image manipulation technique into a new       environment? Why not build a game around the user experience       within its       original context?</p>
<p>Once       I started to       run with this idea &#8211; &#8216;How can I make image manipulation fun?&#8217; &#8211;       the bulk of       Cover Girl formed very quickly, and in an automatic way:</p>
<p>How       can I make image manipulation fun? By manipulating images of       humans&#8230;Manipulating images of humans&#8230;that&#8217;s what magazines       do&#8230;and it&#8217;s a       bit sleazy&#8230;and it gives people self-esteem issues &#8230;and lots of       people don&#8217;t       understand how much of it goes on&#8230;and maybe I should give       Channel 4 a call.</p>
<p>We&#8217;d       already met       Alice at Channel 4 Education, and knew they were interested in       games that could       help teenagers get to grips with what the world throws at them.       They liked the       idea, so we went away and created it.</p>
<p>The       actual creation       of a game is a long and difficult process. Cover Girl had some       tricky hurdles       to overcome; it was Tuna&#8217;s first Flash game,  nobody had ever made       a &#8216;Photoshop Em       Up&#8217; before, so we couldn&#8217;t easily learn (or steal) from other       designs, and then there was the presentation &#8211; should we use       photos, or cartoons, or 3d models..?Over the course of the last       year, and through numerous iterations and redesigns we ended up       with the finished product.</p>
<p>Along       the way we also ended up       doing things that game developers don&#8217;t normally do. Things like;       setting up       photo shoots, talking to doctors and psychologists, going into       schools to talk       to teenagers, and even attending debates about body image at the       Houses of       Parliament. It has truly felt like a journey.</p>
<p>And       so Cover Girl is       live. We hope you enjoy playing it, and that you&#8217;ll tell your       friends and       family (especially the teenagers) to give it a whirl. And maybe       the next time       you&#8217;re faced with a wall full of magazines, all displaying       seemingly &#8216;perfect&#8217;       cover stars, you&#8217;ll remember some of the tricks that Cover Girl       has revealed.</p>
<p>Finally       I need to       give out some massive thanks:</p>
<p>Sarah,       Chris,       Lawrence, Jim and Nick</p>
<p>Alice,       Celia, Azka,       Gemma, Kimberley, and Gayle at Channel 4</p>
<p>Margaret</p>
<p>Ian,       Monika,       Dominika and Jacqui</p>
<p>All       of our brave (and       forgiving) models</p>
<p>And       an extra special       thanks to Alex and Mark (the management team at Tuna) not just for       digging in and taking       the project over the finish line, but for letting me run with my       ideas over the last seven and a half years.</p>
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