claude-haiku-4-5-20251001 (batch) · $0.013
Gomez reveals how pinball licensors shape game design through approval rights while Stern protects core mechanics.
Stern is currently having discussions on the product line for 2028
high confidence · George Gomez, direct statement in interview
Stern has backed out of licensing deals that were too restrictive or where approved elements didn't fit audience expectations
high confidence · George Gomez, specific historical example provided
Licensors have 100% right of approval over all game art, sculpts, video, audio, marketing materials, and game concepts
high confidence · George Gomez, explicit policy statement
Batman licensor rejected a speech line in Batman: The Dark Knight pinball saying 'Batman would never say that'
high confidence · George Gomez, specific anecdote
Licensing is one of the most challenging aspects of Gomez's work at Stern
high confidence · George Gomez, direct statement in interview conclusion
Licensed brands are divided into product categories and pinball doesn't fit cleanly because it overlaps multiple categories (toys, audio, video, interactive products, etc.)
high confidence · George Gomez, detailed explanation of licensing structure challenges
Access to licensed assets is sometimes restricted until a deal is completed, creating uncertainty about actual scope and restrictions
high confidence · George Gomez, structural licensing challenge identified
“We have backed out of deals that were too restrictive. We once backed out of a deal because the art and the elements of the game that they wanted us to use were so far removed from what we felt the audience expected that we did not believe we could succeed.”
George Gomez — Demonstrates Stern's willingness to walk away from IP rather than compromise game quality or audience expectations
“Licensors have 100% right of approval. That means that every piece of art, every sculpt, every video or audio presentation, all marketing materials, all game concepts, etc.”
George Gomez — Clarifies the extent of licensor control in game development
“licensors do not get to 'design' our games. They can certainly control how we apply the elements of the brand but they don't design the games in any way. There are many things that are inherent to pinball that they do not have control of.”
George Gomez — Establishes Stern's non-negotiable boundaries around core game design and mechanics
“Batman would never say that.”
[name withheld pending review] — Illustrative example of licensor nitpicking on character authenticity that caused design friction
“The nuances of modern pinball — such as its interactive nature, computing power that gives us the ability to create presentation and choreography events, internet connectivity that gives us additional extensions of the game, along with the advances in the quality of our animatronics and toys, not to mention the quality of the 2-dimensional art assets — are all mind-boggling to a licensor that is unfamiliar with the modern game.”
George Gomez — Highlights the gap between licensor understanding and modern pinball technology, a key friction point in negotiations
“I think licensing is one of the most challenging aspects of my work.”
George Gomez — Direct statement of how much licensing constraints affect Stern's design philosophy and workflow
licensing_signal: Licensors retain 100% approval authority over all game elements (art, sculpts, video, audio, marketing, game concepts), establishing hard constraints on creative decisions
high · George Gomez explicit statement: 'Licensors have 100% right of approval. That means that every piece of art, every sculpt, every video or audio presentation, all marketing materials, all game concepts, etc.'
design_philosophy: Stern maintains non-negotiable boundaries protecting core pinball mechanics and game design from licensor interference; willing to walk away from deals rather than compromise
high · Gomez: 'licensors do not get to design our games' and 'We have backed out of deals that were too restrictive'
licensing_signal: Licensed IP spans multiple product categories (toys, audio, video, interactive, merchandise) with different restriction sets per licensor, creating structural complexity in approvals
high · Gomez: 'pinball isn't a nice clean fit because it's made up of elements that often overlap these varied categories' and 'Every licensor is different. Every one of these segments has certain restrictions'
licensing_signal: Access to licensed assets sometimes restricted until deal completion, creating uncertainty about scope and restrictions during negotiation phase
high · Gomez: 'at times access to assets is restricted until the deal is done. This means that sometimes it is unclear what it is that you are getting'
design_philosophy: Licensors unfamiliar with modern pinball technology (interactive mechanics, computing power, animatronics, connectivity) struggle to understand constraints and opportunities
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high · Gomez: 'These are all mind-boggling to a licensor that is unfamiliar with the modern game. This presents real challenges'
product_strategy: Stern operates with multi-year licensing pipeline; currently discussing product line for 2028, indicating deals are negotiated 3-4 years in advance
high · Gomez: 'We are typically working on deals several years before you see them — for example we are currently having discussions on the product line for 2028'
market_signal: Stern actively cultivates 'blue chip' portfolio of brand relationships through consistent delivery of thematically authentic games; uses Insider Connected data to inform licensing decisions
high · Gomez: 'we have consistently created games that are true extensions of the themes' and 'With Insider Connected we get a wealth of data on how, what and where people are interacting'
licensing_signal: Licensors enforce character and brand authenticity at granular level, including dialogue and character voice; example: Batman licensor rejected script line as 'Batman would never say that'
high · Gomez anecdote: Batman licensor rejection of speech call with rationale 'Batman would never say that'
design_philosophy: Stern sources game ideas from multiple vectors: community opinion, pop culture monitoring, market research, designer passion, and direct brand pitches at licensing shows
high · Gomez: 'We listen to opinions from the community, we follow pop culture, we do market research and in general, as game enthusiasts, we also dream about what we would like to make'
content_signal: Top industry designers like Gomez are accessible to media for detailed discussion of design challenges and philosophy; Gomez responded to interview request in 3 minutes
high · Paul Melio: 'God bless him, answered in three minutes'
licensing_signal: When licensors are collaborative and familiar with pinball potential, they provide rich asset access including TV show materials and obscure franchise elements
high · Gomez: 'I was really pleased with the amount of TV show assets that we were allowed to use in Batman '66'