claude-haiku-4-5-20251001 · $0.021
George Gomez reflects on his 45-year career from Midway arcade games to leading Stern's product development.
George Gomez started at Midway Games on October 16th, 1978, his first job out of college
high confidence · Gomez states this directly as the anniversary he's celebrating
Gomez designed video games Tron and Spy Hunter at Midway before transitioning to pinball
high confidence · Gomez explicitly names these two games as part of his Midway portfolio
Gomez worked as a toy inventor at a consulting firm in downtown Chicago, licensing toys to major toy companies
high confidence · Direct statement by Gomez about his career transition
Gomez designed pinball machines for Stern initially as a contractor while working at Midway, including Lord of the Rings, The Sopranos, and The Dark Knight
high confidence · Gomez describes working on these games on the side before joining Stern full-time
When Gomez joined Stern in 2008 as Head of Product Development, the company had only 9 core developers
high confidence · Gomez states: 'When I walked in the door, the company was literally on the ropes and I had nine.'
By the time of this interview, Stern has grown to 55 game developers with another 30 external consultants
high confidence · Gomez directly compares current state to 2008: 'I think I have 55 uh developers, game developers in the in the development studio. I have probably another 30 consultants on the outside.'
Gary Stern called Gomez in 2008 after securing funding and partnerships to return to pinball full-time
high confidence · Gomez describes the phone call: 'He called me up one day. He said, We're getting the band back together. Come and run product development.'
Gomez's first game as a contractor for Stern was Playboy, worked on with Dwight Sullivan under Ray Tanzer's leadership
high confidence · Gomez identifies Playboy as his first Stern contractor work: 'I I think it was Playboy and it was and it was me and Dwight.'
“I thought I was going to do this game thing for a couple of years and then I was going to get a real design job. And lo and behold, you're still here.”
George Gomez @ Early in interview — Reflects on his unexpected 45-year career in game design rather than transitioning to conventional work
“I looked at a pinball machine. I said, 'This looks like a giant toy.' And I didn't know how to play pinball. I didn't know anything about pinball, but I thought, 'This would be so awesome to design.'”
George Gomez @ Mid-interview — Explains his entry into pinball design despite having no prior pinball experience
“When I walked in the door, the company was literally on the ropes and I had nine.”
George Gomez @ Later in interview — Describes the stark reality of Stern's staff size when Gomez joined as Head of Product Development in 2008
“The Stern Pinball of those days is not the Stern Pinball you will see tomorrow.”
George Gomez @ Mid-interview — Emphasizes the dramatic transformation of Stern Pinball from the struggling 2008-2009 period to present day
“Don't shoot the diver. Hit the sharks.”
Jack Danger @ Early in interview — Humorous commentary on the gameplay mechanics of Blue Shark arcade game
business_signal: Dramatic organizational expansion: Stern Pinball grew from 9 core developers in 2008 to 55 full-time developers plus 30 external consultants
high · Gomez directly compares staffing levels between 2008 and present: 'When I walked in the door, the company was literally on the ropes and I had nine... I think I have 55 uh developers, game developers in the in the development studio. I have probably another 30 consultants on the outside.'
business_signal: Stern Pinball nearly collapsed during 2008 financial crisis; Gary Stern secured funding and partnerships to rebuild the company
high · Gomez states: 'In 2008, um, Midway blew up with the economy and Stern almost ceased to exist, right? It took Gary a year and a half or something to find his partner and get some funding.'
personnel_signal: Early Stern team included John Borg (initial lead designer), Steve Ritchie (brought on by Gomez), and mechanical engineers John Rothermell and Rob Blakeman who remain with company as of interview
high · Gomez identifies core team members: 'Initially it was Borg, and then I brought on uh Steve Ritchie... John Rothermell, uh Rob Blakeman and so um and Gabby was there.'
personnel_signal: George Gomez confirmed as Chief Creative Officer and Head of Product Development at Stern Pinball with 45+ year career; provides authoritative perspective on company's organizational transformation from 2008 to present
high · Gomez discusses joining Stern in 2008 with 9 developers, scaling to 55 developers and 30 consultants; direct account from senior leadership
positive(0.82)— Gomez reflects fondly on his long career, expresses genuine enthusiasm about his trajectory in game design, and demonstrates pride in Stern's transformation. The tone is celebratory (marking his 45-year anniversary) and appreciative of the opportunity to remain in the industry. No criticism or negative sentiment detected.
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