claude-haiku-4-5-20251001 · $0.037
John Borg discusses designing two flagship 2025 Stern games under extreme time pressure while balancing accessibility and depth.
Metallica Remastered released October 2024, Star Wars development started December 2024, Walking Dead Remastered project added early January 2025—both shipped in 2025 back-to-back
high confidence · Borg states timeline explicitly: 'Metallica came out in October. Uh, we showed it at Expo, and then uh, November passed... And then in December, I found out that I was going to be working on a Star Wars license... And then sometime in December, early January, I found out that they were going to remaster The Walking Dead.'
Borg simultaneously designed two complete game prototypes, handling dual licensing processes and mechanical engineering for both games simultaneously
high confidence · 'So everything I did, I did twice. Um, you know, I built two sets of prototypes, uh, you know, two sets of licensing issues, you know, all the way through from the beginning to the end.'
Star Wars is designed to be highly accessible to new/casual players—Borg claims it's the first game where a player can hit nearly every shot within 30 seconds of plunging
high confidence · 'this is the first game I think I've ever made where I could plunge the ball and I could probably hit every shot within the first thirty seconds.'
Death Star ball lock rejection issue has a fix: new bracket with larger opening mounting to front of ball lock trough, tested on recent production runs
high confidence · 'Yeah, we have a kit. It's a simple bracket that mounts on the front of the uh, the Death Star ball lock trough... we made uh, we made a bunch of Star Wars games uh, last week or the week before, and we used this new bracket... they shot like butter.'
AT-AT originally designed with motorized head-leaning mechanism but Disney required guns on front of machine; George Gomez added pivoting chin bracket to protect ball from head impact
high confidence · 'Disney said, "You got to—you got to put the guns on." So I thought those things are going to break off... So we uh, we just had the thing—I I just—I moved it... George was looking at it... he took the front plate where the neck was mounted, and he made it pivot.'
Spike 3 platform required significant redesign work: back panel moved half-inch to function as stiffener, steel rails replace vinyl-coated wood, eliminating certain ramp edge treatments
“Metallica came out in October... And then in December, I found out that I was going to be working on a Star Wars license... And then sometime in December, early January, I found out that they were going to remaster The Walking Dead. So everything I did, I did twice.”
John Borg @ early in interview — Explains the extraordinary compressed timeline and dual-project workload that defined 2024-2025
“This is the first game I think I've ever made where I could plunge the ball and I could probably hit every shot within the first thirty seconds.”
John Borg @ mid-interview design philosophy section — Core design philosophy for Star Wars: emphasizing accessibility and rewarding casual play
“I was told once a long time ago, 'It's better to make a good game that works great than a great game that works good.'”
John Borg @ AT-AT discussion section — Summarizes Borg's design philosophy prioritizing reliability and functionality over spectacular but fragile mechanics
“Yeah, we have a kit. It's a simple bracket that mounts on the front of the uh, the Death Star ball lock trough, and it has a bigger opening in it... we made a bunch of Star Wars games uh, last week or the week before, and we used this new bracket, and they shot like butter.”
John Borg @ mid-interview technical solutions section — Confirms Death Star rejection fix with testing validation on recent production runs
“I didn't even vacation last summer... Everybody last summer told me that by the time I got on vacation, I was going to be sitting in my backyard with my shorts and a t-shirt... We got our snow. We got ten inches of snow.”
John Borg @ opening discussion of workload — Personal testament to the severity of compressed schedule and lack of break
“the back panel moves in a half inch because the back panel is now a stiffener support for the playfield. We used to put a wood rail there and put the back panel on the back of the playfield... So all the ramp trimming had to be redone.”
John Borg @ Spike 3 platform discussion — Explains specific mechanical constraints of Spike 3 requiring extensive redesign work
business_signal: Pro vs Premium/LE tier differentiation requires significant design concessions: AT-AT motor removed from Pro to meet cost target, creating two substantially different playfield experiences
high · Borg: 'like in Star Wars, I took the motor—the motor out of the AT-AT... in the Pro Star Wars game... it's just—it's upright and it stays that way. It doesn't move.'
design_philosophy: AT-AT mechanical design constrained by Disney licensing requirement to include guns on front; original Borg design with motorized head-leaning exposed to ball collision; resolved through George Gomez pivoting chin bracket solution
high · Borg: 'Disney said, "You got to—you got to put the guns on."... I thought those things are going to break off... George was looking at it... he took the front plate where the neck was mounted, and he made it pivot.'
design_philosophy: Borg's core principle: 'It's better to make a good game that works great than a great game that works good'—reliability and durability prioritized over spectacular but fragile mechanics (evidenced by AT-AT constraints)
high · 'I was told once a long time ago, "It's better to make a good game that works great than a great game that works good." [Applied to AT-AT decision to prevent head breakage]'
design_philosophy: Borg explicitly designed Star Wars for accessibility-first approach: playable by casual/new players within 30 seconds of plunge, all shots reachable and rewarding, contrasting with traditional depth-first competitive design
high · 'this is the first game I think I've ever made where I could plunge the ball and I could probably hit every shot within the first thirty seconds... people are going to—when you're aiming at something, sometimes you miss, and you hit the shot right next to it, and you feel rewarded.'
youtube_mirror_subs · $0.000
high confidence · 'the back panel moves in a half inch because the back panel is now a stiffener support for the playfield... The wood rails that used to run up and down the sides of the playfields... we don't use those anymore. It's a steel rail.'
Star Wars LE features four speakers in speaker panel vs two in standard; Borg demonstrates volume level 32 sounds great, level 55 alerts neighbors
high confidence · 'when you buy the LE, you've got you got the four speakers in the speaker panel instead of two... if you buy one of these, I go, you know, you set the volume level at thirty-two and it sounds great. And I go, if you put it up to fifty-five, all your neighbors are going to know you have one.'
Walking Dead Remastered includes code enhancements still in development, targeting months of additional work including Last Man Standing mode improvements with intermediate milestones
high confidence · 'We're going to add a couple of things that you'll collect along the way... we're going to give you some, like, almost like I want to say, many wizard modes along the way... we'll probably be working on it. We'll probably be working on the code, you know, for another few months yet.'
“I like wire ramps... I like the wire ramp look, and you can see through, and you can see all the artwork behind it.”
John Borg @ wire form philosophy section — Design philosophy explaining aesthetic and functional rationale for extensive wire ramp usage on Star Wars
“if you play an old Metallica and then you play a new Metallica, you can definitely tell that the new Metallica is a lot friendlier. You get a lot more ball saves... The bit feature uh, in the outlanes on Walking Dead is going to save your ball for you.”
John Borg @ Walking Dead design philosophy section — Explains remaster strategy of making difficult original game more accessible while preserving depth
licensing_signal: Star Wars licensing approval process involved Disney sign-off on mechanical elements (AT-AT guns requirement); Stern licensing team (Jody, George, Seth) manages licenser communications separate from designer workflow
high · Borg: 'Jody will call up and say, you know, this has got to change, or the likeness of this person has to be altered. Um, and he works—he works all that out... generally... Jody, uh, George, Seth, um, they'll deal with licensers mostly.'
personnel_signal: John Borg simultaneously designed/redesigned three major titles (Metallica Remastered Oct 2024, Star Wars Fall of the Empire 2025, Walking Dead Remastered 2025) on compressed overlapping timelines with minimal break time
high · Borg states: 'Metallica came out in October... Then in December, I found out... Star Wars... And then sometime in December, early January, I found out... Walking Dead. So everything I did, I did twice.' Also: 'I didn't even vacation last summer... days and nights.'
product_strategy: Walking Dead Remastered design strategy mirrors Metallica Remastered: remaster adds ball saves in outlanes (replaces specials), extends ball save duration, reduces drain severity from pops, making brutally difficult original more accessible while maintaining depth
high · 'if you play an old Metallica and then you play a new Metallica, you can definitely tell that the new Metallica is a lot friendlier... The bit feature uh, in the outlanes on Walking Dead is going to save your ball for you.'
product_concern: Walking Dead Remastered code incomplete at launch; Borg indicates months of continued development work on wizard modes, difficulty balancing, and Last Man Standing enhancements planned post-release
high · 'we'll probably be working on the code, you know, for another few months yet... We're going to add a couple of things... wizard modes along the way... we'll probably be working on it.'
product_concern: Death Star ball lock rejection issue identified in field; Stern engineering developed bracket fix with larger opening; tested on recent production runs showing resolved ball flow ('shot like butter')
high · 'We have a kit. It's a simple bracket... we made a bunch of Star Wars games uh, last week or the week before, and we used this new bracket... they shot like butter. It's coming [to availability] in the next few days.'
technology_signal: Spike 3 platform introduced significant structural and mechanical constraints: back panel now functions as playfield stiffener (moved half-inch), steel rails replace vinyl-coated wood, eliminating certain ramp edge design options
high · Borg: 'the back panel moves in a half inch because the back panel is now a stiffener support for the playfield... The wood rails... we don't use those anymore. It's a steel rail. So I couldn't have any cutouts... all the ramp trimming had to be redone.'