Dwight is a code designer and programmer at Stern Pinball with a career spanning from at least 2008 to 2025. He has been a key developer on multiple major Stern titles including Star Wars, Ghostbusters, Game of Thrones, Dungeons & Dragons, The Mandalorian, and Teenage Mutant Ninja Turtles, with particular expertise in complex rule set architecture and gameplay balancing. He has also worked on modernizing Stern's operating systems and has collaborated with notable industry figures like George Gomez and Keith Elwin.
No aliases
Stern's Dwight discussed Pokémon licensing difficulty at Expo
The social aspects of the expo (meeting people and designers) are as valuable as seeing new machines
Dwight is a Stern employee who led the factory tour with high energy
Venom's XP system is a core innovation by Dwight the code designer, reflecting his natural design philosophy around progression/RPG mechanics
Stern pinball game with 77 achievements (used as comparison benchmark for Godzilla's 39 achievements)
Stern Pinball programmer/code designer; worked with Elwin on Star Wars Pinball score balancing and tournament mode
Customer attendee; highlighted community connection aspect of expo
Stern designer; worked on Munsters accessibility features; emphasized Monster Multiball mode as attainable for beginners per podcast discussion
Stern programmer who implemented God mode adjustment for Jurassic Park that inspired minigame development
Stern code designer for Dungeons and Dragons; praised for leveling system improvement over Venom
No linked glossary terms
Dwight's design philosophy has evolved progressively from Game of Thrones (character selection) through Turtles (co-op) to Venom (XP leveling)
The XP system in Venom is designed to let casual/family players experience game depth without requiring elite skill over a single game session
The Mandalorian's Flamethrower multiplier is multiplicative with playfield multipliers
Stern code designer known for deep, immersive rule sets; designed Dungeons & Dragons; praised for orchestrating complex four-to-five-hour gameplay experiences
Colleague who worked with Keith at both Williams and Stern; focused on modernizing Stern's operating system alongside Keith
Stern representative discussed at Expo; emphasized Pokémon licensing complexity
Code programmer for Star Wars pinball game
Code developer at Stern for Dungeons & Dragons; credited with unique rule set structure
Collaborator with Gomez on Playboy pinball game
Friend participating in gameplay demonstration at Stern headquarters
Code designer at Stern; associated with Monsters Out and implied to work on Ghostbusters code
Stern team member credited for conceiving the Foundry RPG mechanic
Designer mentioned as influence; worked on Payback Time
Game designer discussed on Pinball Profile regarding Munsters code philosophy and wizard mode debate
Associated with original Star Wars game design; criticized by Kaneda for mode stacking
Stern developer; has been working on Game of Thrones rather than Ghostbusters
Recipient of bug reports and wish lists during COVID-era remote development; appears to be a lead programmer