claude-haiku-4-5-20251001 · $0.034
Keith Elwin details Jaws design: mechanical toys driving layout, iterative code approach, unique shot geometry.
Jaws layout and mechanical design were finalized before Elwin started working on Bond 60th, but the Grand Wizard mode was just completed a couple weeks before this interview
high confidence · Elwin explicitly states: 'Obviously not the rule set. I just finished writing the Grand Wizard mode for it a couple weeks ago.'
The fin mech originated from George Gomez's request during initial design meetings; Harrison (mechanical engineer) brought back a 'giant' footprint mech that forced layout compromises
high confidence · Elwin: 'george and we're like and george is like oh you've got to have a fin that pops up at you know the playfield and i was like oh yeah yeah we'll figure that out um so he's like yeah okay so you know i told harris i know i need to you know this fin mech'
The upper Orca playfield design remained unchanged from whitewood 1 through final production
high confidence · Elwin: 'And actually we've made zero changes from whitewood one all the way to the end on that geometry because it was just, yeah, this is right. It feels right.'
The left spinner shot (harpoon) was originally designed to orbit around the right side but was changed due to clunky ball routing; Elwin used the largest ball guide radius he's ever used on Jaws to maintain shot speed
high confidence · Elwin describes the original orbit concept and the redesign: 'That was originally it orbited around to the right side, but it came out so clunky... So I ripped that out.'
The horizontal fishing reel spinners on the upper playfield were originally standard spinners; the reel design was suggested by a team member to reference Quint's character
high confidence · Elwin: 'At some point, someone on the team said, oh, you should make that a fishing reel. Quint's just holding this giant fishing reel the whole time.'
The weight on the reel spinner was added to slow the ball and keep it against the ball guide; it can be safely removed if players prefer faster spin
high confidence · Elwin: 'I replaced the weight with a plastic spacer so it still has the aesthetic... if you take that weight off and it still feeds in there, then you really don't need it.'
“I like it that way because I can kind of develop the rule set as it's being played and make changes or take suggestions.”
Keith Elwin@ 1:37 — Explains Elwin's iterative design philosophy for Jaws, contrasting with locked rulesets on older games like Iron Maiden.
“The only thing you really can't change is inserts like if you put an insert in the game you better code something for it.”
Keith Elwin@ 2:16 — Identifies a critical constraint in pinball design: physical playfield elements are permanent, limiting design flexibility post-production.
“I designed it to kind of come in high knowing that after a few games, after the wax wears off, you know, the game breaks in a little bit, it will start feeding that little lane.”
Keith Elwin@ 22:02 — Reveals intentional design compromise between out-of-box performance and long-term playfield behavior, showing sophisticated understanding of wear mechanics.
“I had to fight just to have a one pop bumper in Godzilla. And now, now Gary's just like, yeah, do whatever.”
Keith Elwin@ 26:51 — Indicates shift in Stern's design philosophy toward designer autonomy; signals upcoming game with 6 pop bumpers.
“My goal was to kind of hide the ramps in this game because you're supposed to be out in the ocean. I didn't want those ramps everywhere to look kind of strange.”
Keith Elwin@ 25:31 — Demonstrates thematic design principle: mechanical elements should serve aesthetic coherence, not just functionality.
“I took some old ramp and snip it up, clip it up, bent it. I was like, I'll see just by hand. I'll hold this by hand and drop a ball on it and see if I can get it to go up, back up, reverse through the lane.”
community_signal: Community streaming and Pinside forum discussion now integrated into designer feedback loop; Elwin actively monitors player discussion and adjusts recommendations (reel weight, ramp radius optimization).
high · Elwin mentions seeing Pinside posts about spinner performance; references Carl streaming and community bug reports driving updates.
competitive_signal: Elwin comparing his upper flipper cross-shot designs to Jack's innovative lower playfield mechanics on X-Men, indicating ongoing design competition/evolution within Stern's designer roster.
medium · Discussion of Jack's unconventional Italian bottom modifications and pop-upper placement; Elwin acknowledges innovation trend moving away from standard conventions.
design_philosophy: Insert placement is permanent constraint; removals late in development (flip lock insert) indicate iterative problem-solving to address player confusion concerns.
high · Elwin: 'I originally had a flip lock insert in there, but then I took it out because I was afraid it'd be confusing.'
design_philosophy: Elwin intentionally designed shots and mechanics to work progressively—out-of-box performance differs from long-term wear behavior (reel shot, wax breakdown), reflecting sophisticated understanding of playfield dynamics.
high · Elwin explicitly discusses reel shot design to feed high initially but improve after wax wears off; references similar philosophy with other games.
personnel_signal: Christopher Franchi transition from Stern to Spooky not mentioned, but conversation indicates healthy Stern design environment under management loosening restrictions (Gary) and supporting designer autonomy.
youtube_groq_whisper · $0.212
The reel shot was intentionally designed to feed high initially (out of box) but break in after a few games as playfield wax wears; there is a spin cap of approximately 12 spins regardless of lubrication
high confidence · Elwin: 'I designed it to kind of come in high knowing that after a few games, after the wax wears off... it will start feeding that little lane' and 'there's also a cap on spins so okay uh i think just like 12 or something'
Elwin had to fight to include even one pop bumper on Godzilla, but Gary (likely Stern management) has now loosened restrictions, allowing six pop bumpers on the next unannounced game
high confidence · Elwin: 'I had to fight just to have a one pop bumper in Godzilla. And now, now Gary's just like, yeah, do whatever. So there you go. So six pop bumpers confirmed.'
The flip lock feature on Jaws was not originally planned with an insert; Elwin removed the insert late in development due to concern it would confuse players
high confidence · Elwin: 'I originally had a flip lock insert in there, but then I took it out because I was afraid it'd be confusing.'
Progressive code updates allow Elwin to incorporate community feedback and bug reports, contrasting with Iron Maiden which was locked at 1.0 out of the box
high confidence · Elwin: 'I like it that way because I can kind of develop the rule set as it's being played... Iron Maiden, we pretty much were almost 1.0 out of the box and we couldn't really change anything.'
Keith Elwin@ 18:33 — Shows hands-on prototyping approach for complex geometry; indicates willingness to solve problems through physical iteration.
“That little return lane he has on the left. So the ball comes and hits the pop-upper and just flies through that little return lane. So you have to be on your toes a bit.”
Keith Elwin@ 28:37 — Comments on Jack's innovative lower playfield layout on X-Men; acknowledges design trends moving away from standard Italian bottom conventions.
medium · Elwin describes recent shift from having to 'fight' for design elements (one pop bumper on Godzilla) to current freedom ('Gary's just like, yeah, do whatever').
product_concern: Reel spinner design generates player confusion about performance; weight addition creates perceived issue that Elwin must explain through interviews. Suggests potential documentation/communication gap.
medium · Elwin notes people on Pinside confused about spinner performance; references his streaming clarification about weight design intent.
product_strategy: Upcoming Stern game confirmed with six pop bumpers, representing major design philosophy shift from recent multi-flipper/minimal toy era.
high · Elwin: 'So I had to fight just to have a one pop bumper in Godzilla. And now, now Gary's just like, yeah, do whatever. So there you go. So six pop bumpers confirmed.'
technology_signal: Iterative ruleset updates post-release becoming normalized design approach; contrasts sharply with earlier games like Iron Maiden locked at 1.0, indicating platform/business model evolution.
high · Elwin explicitly contrasts Iron Maiden's locked ruleset with Jaws' progressive updates; credits ability to respond to community feedback as advantage.