claude-haiku-4-5-20251001 · $0.036
Stern Deadpool pinball factory stream showcases complete dev team, rules, and artwork.
Deadpool pinball features thousands of frames of hand-drawn pixel art converted from 3D models
high confidence · Tim Sexton describes the animation process: 'all these individual frames of animation were modeled in 3D, then converted to pixels, and then cleaned up frame by frame. So we have thousands of frames of hand-drawn pixel art in the game.'
The Pro model includes disco multiball, while the Premium Edition with the up-down ramp features an additional disco mode variant
high confidence · Tim states: 'In the Pro, we have disco multiball. You qualify after enough spins there. And in the Premium Edition with the up-down ramp, you actually get another disco mode that we won't be able to show because this is the Pro'
Wolverine spinner mechanics build playfield multiplier through physical shot execution rather than qualification
high confidence · Tim explains: 'throughout the game, that's the physical shot dictates your playfield multiplier. It's never, like, qualified. And the shot's tough to hit, but it's super satisfying when you shoot it'
Tanya Kleiss was the lead programmer on Deadpool and it was her first time as lead at Stern Pinball
high confidence · Tim introduces: 'Tanya is the lead programmer in the game. So she's responsible for a lot of the content and everything that goes in here. And this is her first time as a lead here at Stern Pinball doing games'
George Gomez designed the playfield and George emphasizes the innovative shot design: 'He put some really awesome ideas, really awesome shots you've never seen before in the game'
high confidence · Tim's introduction of George: 'He's the playfield designer. Designed a ton of games. He put everything he had into this game.'
Team-up shots in battle modes change which playfield shots are lit, dynamically altering available shots during modes
high confidence · Tim explains: 'the team-ups completely change which shots are lit in the mode. So if you qualify any team-up, that shot's going to advance you through the mode.'
The chimichangas feature a punch card mechanic where collecting them advances Deadpool through time travel scenarios (T-Rex/Megalodon battles)
“Tanya is the lead programmer in the game. So she's responsible for a lot of the content and everything that goes in here. And this is her first time as a lead here at Stern Pinball doing games, but knocked it out of the park with this one.”
Tim Sexton@ 15:27 — Confirms Tanya Kleiss as lead programmer on Deadpool and highlights first-time lead role at Stern.
“all these individual frames of animation were modeled in 3D, then converted to pixels, and then cleaned up frame by frame. So we have thousands of frames of hand-drawn pixel art in the game.”
Tim Sexton@ 17:24 — Describes extensive pixel art production pipeline for Deadpool's 8-bit visual style.
“He put some really awesome ideas, really awesome shots you've never seen before in the game.”
Tim Sexton@ 15:08 — Emphasizes innovative playfield design by George Gomez on Deadpool.
“throughout the game, that's the physical shot dictates your playfield multiplier. It's never, like, qualified. And the shot's tough to hit, but it's super satisfying when you shoot it.”
Tim Sexton@ 22:52 — Highlights unique design choice making playfield multiplier progression tied to physical skill rather than qualification.
“the team-ups completely change which shots are lit in the mode. So if you qualify any team-up, that shot's going to advance you through the mode.”
Tim Sexton@ 25:13 — Explains dynamic shot lighting system that changes based on team-up selection, adding strategic depth.
“as you collect the chimichangas, you'll get some effects on the screen...once he cashes out all his chimichangas, he actually takes the chimichanga truck to travel through time to battle the T-Rex or the Megalodon.”
community_signal: Stern conducting in-house factory streaming event with full development team (designers, programmers, artists, animators) providing comprehensive rules walkthrough and gameplay demonstration.
high · Stream format featuring Tim Sexton, George Gomez, Tanya Kleiss, Jeremy Packer, Chuck Pam Erickson, Josh Clay, Alex, and other team members providing real-time gameplay commentary.
design_philosophy: Deadpool integrates theme-relevant progression mechanics (chimichanga punch cards triggering time-travel to T-Rex/Megalodon battles) linking collectible mechanics to narrative advancement.
high · Tim: 'as you collect the chimichangas, you'll get some effects on the screen...once he cashes out all his chimichangas, he actually takes the chimichanga truck to travel through time'
design_philosophy: Deadpool implements stacked multiball mechanics allowing advanced players to combine multiball with battle modes for significantly higher point values.
high · Tim: 'there's a lot of strategy in saving this multiball until you can bring it into a battle to get all the extra battle points, which are worth a lot more'
design_philosophy: Deadpool emphasizes team-up system that dynamically alters playfield shot availability during modes, creating variable strategic depth and accessibility via support characters.
high · Tim: 'the team-ups completely change which shots are lit in the mode. So if you qualify any team-up, that shot's going to advance you through the mode...the whole playfield opens up, and you get a lot more points in the mode'
youtube_groq_whisper · $0.416
high confidence · Tim: 'as you collect the chimichangas, you'll get some effects on the screen...once he cashes out all his chimichangas, he actually takes the chimichanga truck to travel through time to battle the T-Rex or the Megalodon'
The game features a Sauron mini wizard mode unlocked by completing all battle modes
high confidence · Tim: 'beating through all your different battles is going to light your Sauron mini wizard mode. Once you get to Sauron, even more things will happen'
Tim Sexton@ 23:58 — Describes theme-integrated progression mechanic linking chimichanga collection to time-travel quest modes.
“So there's some strategy in saving this multiball until you can bring it into a battle to get all the extra battle points, which are worth a lot more.”
Tim Sexton@ 29:11 — Indicates advanced strategic gameplay depth through multiball stacking with battle modes.
“I like pixels.”
Chuck Pam Erickson@ 20:43 — Brief comment during art director introduction, suggesting appreciation for pixel art aesthetic choice.
community_signal: Jeremy Packer (Zombie Yeti) credited as artist for Deadpool playfield work, confirming continued prominent role at Stern in art department.
high · Tim's introduction: 'we have Jeremy here. I mean, Zombie Yeti...he did the text bubble right here...As well as the rest of the art on the playfield.'
product_strategy: Deadpool explicitly designed with tier-specific feature differences: Pro includes standard disco multiball, while Premium/LE adds up-down ramp variant with additional disco mode.
high · Tim Sexton: 'In the Pro, we have disco multiball...And in the Premium Edition with the up-down ramp, you actually get another disco mode'
product_strategy: Deadpool features character-specific team-up secondary abilities (Dazzler health, Deadpool durability, Colossus double points, Wolverine double damage, Domino super modes) creating asymmetric strategic options.
high · Tim detailing team-up abilities: 'Dazzler is going to give you extra health. Deadpool is going to take a little longer to get defeated...Colossus is going to give you double points...Wolverine gives you double damage'
product_strategy: Deadpool pinball features innovative Wolverine ramp mechanic tied to physical playfield skill (non-qualified multiplier progression) and eyeball animation signaling time pressure.
high · Tim Sexton: 'throughout the game, that's the physical shot dictates your playfield multiplier. It's never, like, qualified...His eyeballs actually blink faster and faster to indicate that you're running out of time'
product_concern: Deadpool appears feature-complete with minor outstanding item (fourth wall backglass art) in final stages, indicating near-production-ready status.
medium · Tim Sexton acknowledges: 'we don't have fourth wall that's filled in yet. Oh, we will. We're working on it now.'
technology_signal: Deadpool implements extensive 8-bit pixel art aesthetic through novel 3D-to-pixel conversion pipeline with thousands of hand-drawn frames, marking departure from traditional pinball display approaches.
high · Tim Sexton: 'all these individual frames of animation were modeled in 3D, then converted to pixels, and then cleaned up frame by frame. So we have thousands of frames of hand-drawn pixel art in the game.'