claude-haiku-4-5-20251001 · $0.033
Stern art directors detail production workflow, licensing collaboration, and multi-tier artwork management.
Greg Freres has been in the pinball business since 1978 and worked on major games including Elvira series, Scared Stiff, Fathom, and Jersey Jack's Wizard of Oz
high confidence · Greg Freres speaking directly about his career history on the podcast
Greg Freres worked at Stern Pinball for almost seven years (since approximately 2017)
high confidence · Greg Freres states 'I've been here for almost seven years now' during the interview
Stephen Martin joined Stern Pinball in 2013 as production art manager
high confidence · Stephen Martin self-identifies on the podcast: 'I joined Stern Pinball in 2013 and was hired as the production art manager'
Converting playfield art from a mapped version to a nested version for plastics takes 2-3 days per set
high confidence · Stephen Martin explaining the production process: 'Probably two to three days maybe for just one set of plastics'
Ghostbusters had a spelling error where 'reinforcement' was misspelled (missing an 'E') on both a playfield decal and an insert, and it was caught late in production
high confidence · Stephen Martin detailing the Ghostbusters spelling mistake: 'Reinforcement somehow got by missing the E'
Star Wars pinball required contracting six additional illustrators beyond the lead artist Bob Stevlic to complete the project
high confidence · Greg Freres on Star Wars production: 'I had to contract, I think, six other illustrators'
Stephen Martin has worked on 56 games since 2013, with most requiring three versions (Pro, Premium, LE) of playfield and plastic artwork
high confidence · Hosts and Stephen Martin discussing his workload: '56 games since 2013' with typically 'Pro, Premium, and LE, that's three'
Stern created a pinball glossary to educate new licensors on industry-specific terminology like plastics, playfield decals, and backglass
high confidence · Greg Freres explaining licensor collaboration: 'We have recently gotten to a point where we've given them a pinball glossary of terms'
“I've been around since 1978 in the pinball business and currently at Stern Pinball as art director.”
Greg Freres @ early in conversation — Establishes Greg Freres' extensive industry tenure and current role
“The timing was perfect. I had talked to George about coming here at Stern and the timing, and I didn't want to leave them in a lurch.”
Greg Freres @ discussing move from Jersey Jack to Stern — Shows professional integrity in transitioning from Jersey Jack to Stern
“We have recently gotten to a point where we've given them a pinball glossary of terms so that when we talk about plastics or playfield decals or target decals or back panel or backbox or back glass, three words that start with back.”
Greg Freres @ mid-conversation on licensor collaboration — Demonstrates proactive approach to educating licensors unfamiliar with pinball terminology
“It was truly a collaborative effort in that I had to contract, I think, six other illustrators.”
Greg Freres @ discussing Star Wars project — Highlights the unprecedented scale and complexity of Star Wars production
“As art director, it's like a symphony. It was really a split, and trying to keep it all look like it came from the same brain.”
Greg Freres @ discussing coordination of multiple artists on Star Wars — Metaphorically explains the challenge of managing multiple illustrators to maintain visual cohesion
“Now that we're hand-drawing everything again, that's – it's making sure that we're not overtaxing our illustrators, but yet getting the best package together that we can for each of the separate tiers.”
Greg Freres @ discussing shift to hand-drawn art and multi-tier complexity — Indicates Stern's move away from digital/photoshop art back to traditional hand drawing, with production constraints
“Every licensor is unique. And we try to establish a rapport with them early on to find out what their parameters are going to be.”
Greg Freres — Emphasizes variability in working with different IP holders and the need for early communication
design_philosophy: Stern has shifted from digital/Photoshop-based artwork back to hand-drawn art, creating production challenges when managing multiple art variants (Pro/Premium/LE) across a single game. This constrains illustrators and requires careful workload management.
high · Greg Freres: 'Back in the day when everybody was complaining about Photoshop, it was much easier...But now that we're hand-drawing everything again, that's – it's making sure that we're not overtaxing our illustrators'
design_philosophy: Stern's art strategy differentiates by product tier: Pro tier features broad, all-encompassing art to appeal to casual/location players unfamiliar with the license; Premium/LE tiers have narrower, more focused themes for dedicated fans.
high · Greg Freres explaining Pro vs LE/Premium: 'On the pro...they want to have, like, the broad spectrum...Then with an LE or premium, you kind of want to narrow it down to some kind of theme'
product_strategy: Managing three separate art packages per game (Pro/Premium/LE) significantly increases production burden compared to classic pinball era when single art package was standard. Stephen Martin has worked on 56 games with typically 3 variants each since 2013.
high · Stephen Martin: '56 games since 2013' with 'Pro, Premium, and LE, that's three' plus sometimes additional playfield variants; Greg: 'You want them all to be, like, outstanding. Well, we had the conversation...you have to hit the home run three times'
licensing_signal: Stern has developed proactive approach to educating licensors unfamiliar with pinball industry. Created pinball glossary of terms and shares physical game examples to help IP holders understand pinball-specific terminology and constraints.
high · Greg Freres: 'We have recently gotten to a point where we've given them a pinball glossary of terms...We've actually shipped out games, too, like when we were submitting to new licensors like, hey, here's a game'
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“I applaud them for having the wherewithal to pull that off.”
Greg Freres @ discussing Supreme pinball minimalist approach — Shows respect for Supreme's bold design choice to break from pinball's traditionally loud aesthetic
licensing_signal: Each licensor has unique parameters, approval requirements, and creative control expectations. Some are hands-off; others engage in extensive back-and-forth. Licensing departments unfamiliar with pinball sometimes view it as a children's toy, which can work to Stern's advantage by reducing restrictions.
high · Greg Freres: 'Every licensor is unique...Some of them are like, done...Others are like, well, what if we thought about changing this or that...Some licensors look at our product as a children's toy...It worked to our advantage. It's definitely kept it in the PG realm'
product_concern: Multiple spelling errors have slipped through production processes at Stern despite multiple review stages. Ghostbusters had 'reinforcement' misspelled on playfield and insert; Batman had 'villain' misspelled (caught before production). These suggest QC challenges with repetitive review.
high · Stephen Martin on Ghostbusters: 'Reinforcement somehow got by missing the E...so many people have laid eyes on it, but nobody caught it until like the very end. The brain works strangely, too. If you know what that word's supposed to spell, it's not as easy to catch'
manufacturing_signal: Stern's art production involves mapped-to-nested conversion process for plastics taking 2-3 days per set. Playfield art must account for mechanical changes (screw holes, die holes) that evolve during development, requiring coordination with design team.
high · Stephen Martin: 'We call it a mapped version where everything...is embedded or floating over the play field...we take that mapped version and split it apart and turn it into the nested version...takes a few days...They might move a die hole for a screw head'
manufacturing_signal: Supreme pinball's white cabinet aesthetic required special handling throughout manufacturing (white gloves, careful transport) compared to standard black cabinets, adding production complexity beyond art design.
high · Greg Freres on Supreme: 'You've got white cabinets coming in from the cabinet company, they had to handle their work differently too...They had to build those with gloves on. Yeah, there's white gloves in the factory'
design_innovation: Munsters Premium uses black and white grayscale artwork (matching original 1960s TV show) with selective color touches (rules text, toys, Munsters logo in green), representing deliberate artistic choice between authenticity and visual interest.
high · Stephen Martin: 'Greg said, we need a little bit of color, so he goes, let's just do the rules on the play field in color...once they saw it, they're like, oh, yeah, good call, Greg...Plus we left the toys color, too...because you want those to stand out'
design_philosophy: Stern collaborates with external artists (Zombie Yeti, Christopher Franchi, Jeremy Packer, Kevin O'Connor, Dirty Donnie, Bob Stevlic) on playfield and plastic design. Internal art team (Freres, Martin) then converts sketches to production-ready artwork, manages licensor approval, and handles technical production aspects.
high · Greg Freres explaining workflow: 'When like Zombie Yeti or Christopher Franchi work on their side of the fence, so they're designing things...we then send it to the licensor...once they say they're finished...then it's our turn to turn that into a producible, printable artwork'
design_innovation: Star Wars required unprecedented multi-artist approach: lead artist Bob Stevlic created layouts, then 6 additional contracted illustrators divided work while maintaining unified Drew Struzan-inspired visual style. Demonstrates Stern's capability to coordinate complex, large-scale collaborative art projects.
high · Greg Freres on Star Wars: 'I had to contract, I think, six other illustrators...We would give Bob's layouts and then the revised layouts through Lucas to each and every artist...we just said, OK, we're going to just try to give it a Drew Struzan-esque vibe...everybody got that right away...trying to keep it all look like it came from the same brain'
personnel_signal: Stern's art department evolved from Stephen Jensen (art director) to Greg Freres (art director, 2017-present) and Stephen Martin (production art manager, 2013-present) as core team. Jensen transitioned to Warnstar apparel company while maintaining photography contract with Stern.
high · Greg Freres: 'Stephen Jensen was the art director...he stepped aside to do his own thing. He's got a great t-shirt company, apparel company...Warnstar...And he still does our photography for our games...I was here by myself for a brief amount of time, and then Stephen came on board on tax day'