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Barrels of Fun details Dune Pinball design philosophy, Legendary licensing deal, and mechanical innovations.
Barrels of Fun signed the Dune license from Legendary Entertainment before Dune Part Two was even being shot, and before the Dune TV show existed
high confidence · David and Brian explicitly state they worked with Legendary before Part Two was filmed and the TV show didn't even exist; they pitched Legendary on their design aesthetic demonstrated by Labyrinth
The sandworm (William) toy initially estimated to cost $500-$600 alone was engineered down to a viable cost through prototyping and innovation
high confidence · Brian and David describe the mechanical engineers (Travis Moseman and Paul Sulse) presenting the cost estimate and David's insistence on building a prototype first to find cost-reduction solutions
The pain box mechanic requires one-handed play on a single left ramp shot, and draining results in immediate loss
high confidence · Detailed explanation of the pain box implementation as a physical 3D sculpt that pops from the apron, with ball lock mechanism and one-handed gameplay constraint
Barrels of Fun uses a consistent 'blue sky' design process: team members independently list 10 things they remember from an IP without re-watching, then compare results to identify common themes
high confidence · David explains the methodology: typically 4-7 items match across team members, which becomes the foundation for development before pitching to licensor
Every licensing deal involves multiple third-party rights holders, and older licenses are increasingly difficult due to estates, music rights, and actor approval requirements
high confidence · Extended discussion by both hosts about licensing complexity; Brian notes that even older IPs now require entirely new contracts and multiple rights clearances
The dual-monitor back panel design (Labyrinth innovation carried to Dune) allows interactive visual elements like spice flow and soldiers falling between screens
high confidence · Brian explains the monitor-between-monitors concept started as a cost/versatility alternative to physical mechanisms but evolved into a core interactive design feature
Labyrinth machines have universally positive owner retention with no reports of dissatisfaction or resale
“We worked with Legendary Entertainment. Basically, part two was not even being shot yet. When you go to get a license, you're probably a minimum of two years out from when the machine would be delivered.”
Brian Savage, Barrels of Fun @ early discussion — Explains the forward-planning required for major IP licensing and strategic timing of Dune acquisition
“This is not just about pinball. It's the relationships. When a new release game would come out, we would call up our friends. It's the people and the friendships that you're forming around this, which is very unique. It's almost like the pinball machine has become kind of the modern water fountain.”
Josh Roop or Scott Larson, LoserKid co-hosts @ mid-discussion — Articulates the community/social fabric of pinball culture beyond gameplay mechanics
“The whole purpose of the machine is to entertain the customer and to tell the story for the IP that you're demonstrating in the machine. We're putting on a show and there's compromises that need to be made. But can we make the suspension of disbelief happen enough within those four minutes?”
Brian Savage @ design philosophy section — Core statement of Barrels of Fun's storytelling-first design philosophy
“Two people independently of each other said something to me... they came in here weren't that excited about doing Dune and it's like I don't know what it is but this feels like a cinematic pinball machine. It's about like our blood pressure is going up when we're battling the harvester like it's intense.”
David Van Ness @ player reaction section — Evidence of emotional engagement and cinematic design success as perceived by independent playtesters
“If we build the prototype, I don't care what the prototype costs, but if we have the physical part then we can maybe figure out how we can shrink it down or simplify it. So the mech doesn't cost 500 and we found a way to make it work.”
David Van Ness @ sandworm cost discussion — Illustrates willingness to prototype expensive features first, cost-reduce later — contrasts with typical manufacturing constraints-first approach
“The pain box is a test of you put your hand in there, it's excruciating pain, and if you can survive it, you get to continue on with your life. If you don't, you die. Well, we can't ask people to put their hand in a pinball machine. So what can we do?”
business_signal: IP licensing increasingly complex with multiple third-party rights holders; even older IPs require entirely new contracts and actor approval chains
high · Extended discussion by both hosts on estate/music rights/actor approval; Brian: 'There's no one single license... you have main license and then you have third parties'
community_signal: Labyrinth machines showing universal positive owner retention and continued satisfaction; no resale pressure reported
medium · David anecdotal: 'I haven't met a person yet that's just hated their Labyrinth and said you know what i just need to get rid of this thing'
design_philosophy: Pain box mechanic received mixed playtester reactions; some found it frustrating/gimmicky while others enjoyed it, indicating potential divisive appeal
medium · David: 'The audience the media people we had here today they were very mixed on it some people were just like that's just stupid and then the other people that just absolutely had fun with it'
design_philosophy: Barrels of Fun employs blue-sky ideation without cost constraints, then engineers solutions downward; contrasts with traditional manufacturing cost-first approach
high · David on sandworm: 'I don't care what the prototype costs, but if we have the physical part then we can maybe figure out how we can shrink it down or simplify it'
market_signal: 'Cinematic pinball' as emerging design philosophy; independent playtesters used this term to describe Dune's immersive, emotionally engaging experience
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medium confidence · David states 'I haven't met a person yet that's just hated their Labyrinth and said you know what i just need to get rid of this thing' — anecdotal claim without systematic data
Barrels of Fun design process mirrors film production: blue sky (unlimited ideas), script/pitch phase, funding/constraints phase, production, post-production (code/polish)
high confidence · David extensively explains the parallel to film production workflow and how it shapes their iterative design refinement
David Van Ness @ pain box explanation — Shows creative translation of Dune thematic elements into physical pinball mechanics
“It needs to interact with the player. And to interact with the player, it should be down where the player can see it. And so that's where it started from was the whole idea of, well, what if they're jumping up and down and poking stuff between the two monitors? Wouldn't that be kind of cool? Nobody's ever done that.”
Brian Savage @ back panel monitor discussion — Explains the dual-monitor innovation as both cost reduction and novel interactive design principle
“We want to make sure we're making something very different to what we've done in the past. You find out what they want to do or what's going to be available over the next five years and we just figure out where do we think the market's going to be. It's a two to three year bet on what we think is going to be good.”
David Van Ness or Brian Savage @ game selection discussion — Articulates long-term IP selection strategy and market prediction approach
“I know we're going to do really short stories into long epic sagas. But I mean, we just love what we do and it's just like when I can get people to emotionally react to a game like we're doing our job here.”
David Van Ness @ emotional response section — Summarizes design goal: emotional investment through storytelling compression
“This is a very modern, very relevant title today. Whereas a lot of things people talk about are things they remember from their childhood or their teens in the 80s or 90s. We want to do something that was modern and very relevant to the media today.”
David Van Ness or Brian Savage @ IP selection rationale — Positions Barrels of Fun strategy as differentiating through contemporary IP versus nostalgia-driven competitors
medium · David reports two independent playtesters called it 'cinematic' with elevated emotional responses ('our blood pressure is going up')
licensing_signal: Legendary Entertainment actively expanded asset permissions beyond original license scope in response to Barrels of Fun's proposed game modes, demonstrating proactive licensor partnership
high · David: 'They went and got permission from the people that needed to be in that mode' because Legendary saw the value in the modes being designed
market_signal: Barrels of Fun pursuing limited production model with strategic FOMO marketing; two-year IP licensing planning window indicates long product development cycles
medium · Discussion of minimum 2-3 year timeline between license acquisition and machine delivery
personnel_signal: Barrels of Fun employs specialized mechanical engineers (Travis Moseman, Paul Sulse) with deep expertise in toy molding/durability; David provides creative direction from film/TV background
high · Role delineation clear: David leads design vision, Brian handles molding/cost/production, Travis and Paul execute mechanical engineering
product_strategy: Barrels of Fun deliberately positions their games around contemporary IP (modern Dune vs. 1984 version) and story-centric design as differentiation from competitors relying on nostalgia licensing
high · David explicitly states: 'We want to do something that was modern and very relevant to the media today' versus older nostalgia-driven franchises
product_strategy: Dual-monitor back panel design originated as cost/versatility alternative but became signature interactive feature with visual storytelling (spice flow, soldiers falling between screens)
high · Brian explains monitor-between-monitors innovation evolved from cost calculation to core design principle