claude-haiku-4-5-20251001 · $0.038
Dwight Sullivan streams Mandalorian gameplay and discusses remote pinball development practices at Stern.
Mandalorian was developed entirely from home, the first game Dwight worked on with fully remote development
high confidence · Dwight explicitly states this during the stream when asked if Mando was the first one developed entirely at home, and he confirms 'Correct. Yeah.'
Code version 9.5 was handed to Jack Danger for streaming and three bugs were found, leading to version 9.6 being released
high confidence · Dwight explains: 'I handed it off to Jack Danger to go stream, and then I found like three bugs I had to fix. So then I fixed those three bugs and called it 9-6.'
The time to go from code 9.1 to 9.6 was approximately one to two weeks of work
high confidence · Dwight states: 'That was about a week and a half, two weeks. Worth of work to...'
Stern's coding team for Mandalorian includes Corey Stoop (Louisville, Kentucky), Dean Grover (Colorado), and Mike Kizivat (Chicago)
high confidence · Dwight names his team: 'Corey Stoop, who's in Louisville, Kentucky, Dean Grover, who's in Colorado, and then Mike Kizivat, who's somewhere here in Chicago.'
Corey Stoop has been Dwight's 'wingman' on almost every game since Game of Thrones (approximately six years prior)
high confidence · Dwight: 'Corey has been there. Corey has been my wingman and been with me on almost every single game since Game of Thrones. Sure. Right? So that's six years...'
Dwight's son James recently graduated college and started a new job the day of the stream, and previously interned at Stern for four to five years
high confidence · Dwight shares: 'he was interning for a while, for like four or five years, and then graduated from college just recently and just started a new job today.'
James wrote code for the R2-D2 topper on Star Wars, the large Stern backbox sign code, and Capital Challenge
high confidence · Dwight confirms his son James 'wrote the topper, R2-D2 topper code' and 'wrote the code for that [the big giant stern sign]' and 'Capital Challenge.'
“I'm not sitting in my basement coding games right now. So it's nice to be in a garage. This is like a vacation.”
Dwight Sullivan@ 0:56 — Expresses how intense and isolating game development is; characterizes coming to the venue as a rare break from work
“The current latest and greatest isn't really flippable right now.”
Dwight Sullivan@ 2:09 — Indicates cutting-edge code is still being refined and not yet playable for demonstration
“Mandalorian was completely [developed from home]. And that's why, through the course of making Mando, I learned that, hey, this is a pain in the ass.”
Dwight Sullivan@ 11:44 — Candid assessment of challenges specific to fully remote game development for the first time
“I can see my screen at all times on my Windows machine right from my pinball machine. And so I just make happen whatever I want to show somebody and then I record it, save it, and then I copy it over to Slack.”
Dwight Sullivan@ 7:39 — Describes specific technical solution that increased team efficiency over traditional in-person meetings
“I told Steve, I said, I want the ball to be able to go into any hole and come out any hole.”
Dwight Sullivan@ 28:31 — Reveals the design philosophy behind one of pinball's most complex mechanical achievements
“I have no experience in this. I came over like three months ago, and they just keep asking me back. I just keep bringing booze, and they let me stay.”
Dwight Sullivan — Humorous self-deprecation about streaming/podcast inexperience and his relationship with the venue
business_signal: Flippin' Out Pinball has received multiple Mandalorian machines for distribution/rental, suggesting strong initial production volume
medium · Zach states: 'I've seen a lot of Flippin' Out Mandos going out. Yeah. A lot of unboxings going on. Yeah. Yeah, we've made a lot of Mandos.'
community_signal: Stern appears to be actively supporting streaming and content creation through providing early code access to streamers like Jack Danger for gameplay previews
medium · Dwight 'handed it off to Jack Danger to go stream' code version 9.5 before fixing final bugs
design_philosophy: Stern deliberately includes Easter eggs and hidden tributes in game code; High Speed 2 contains fictional town 'Hill Valley' (Back to the Future reference) in scrolling map
high · Dwight reveals: 'One thing that I think often is missed is the map that scrolls by has several fictional towns in it, including Hill Valley, which, you know, may or may not be foreshadowing' and references 'Secret Mania' Easter egg
design_philosophy: Dwight's design approach for Star Trek: The Next Generation prioritized complex mechanical innovation (ball routing to any hole), with engineer Carl Biaggi executing the vision
high · Dwight: 'I told Steve, I said, I want the ball to be able to go into any hole and come out any hole. And he then made that happen... Carl Biaggi was the mechanical engineer... He sacrificed some chickens. I don't know what he did.'
market_signal: Mandalorian is shipping in significant quantities to distributors/operators, indicating healthy demand for licensed Stern titles
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Dwight's second son David helped write code for Turtles and is now writing code for Mandalorian
high confidence · Dwight states: 'He made the Detrino Pizza Party in Turtles. Oh, my gosh. And now he's been writing things for Mandalorian.'
Stern has adopted Slack, OBS, and Zoom as permanent remote collaboration tools even for post-COVID in-office work
high confidence · Dwight explains: 'I think that that won't change even if we're all in the same building' and describes plans to continue using these tools and work-from-home flexibility in future phases of development.
Remote development tools have improved productivity by reducing interruptions that occurred with in-person office workflows
medium confidence · Dwight describes the workflow improvement: he can now send files via Slack for asynchronous review instead of interrupting colleagues in person, saving time.
“my son James, he was interning for like four years. He wrote, you know, like the big giant sign, the big giant stern sign.”
Dwight Sullivan@ 21:39 — Reveals that Stern's iconic backbox signs were programmed by his son during internship
“there are phases of the development of a pinball machine across the 13, 14, 15 months that make lots of sense for me to be in my basement and then there's some that makes no sense at all for me to be in my basement”
Dwight Sullivan@ 9:27 — Articulates flexible hybrid work model based on development phase requirements rather than fixed office days
“I love Demoman. Okay. So this game's fine, right? Correct. I don't know. Zach loves Demoman. Or Popeye. So him and I have had this long-running debate.”
Joel and Dwight@ 25:19 — Reveals ongoing friendly debate with venue owner Zach about classic game preferences
“One thing that I think often is missed is the map that scrolls by has several fictional towns in it, including Hill Valley, which, you know, may or may not be foreshadowing.”
Dwight Sullivan@ 30:09 — Reveals hidden Easter eggs in classic game code (Hill Valley reference to Back to the Future)
medium · Zach expresses: 'it's actually pretty scary how many Mandos we're building and we're making. It's good. Good to hear. That's a good problem.'
personnel_signal: Stern's code team includes family members; Dwight's son James worked on R2-D2 topper code and Stern backbox signs; second son David contributing to active projects
high · Dwight describes sons' internships and code contributions: James 'wrote the topper, R2-D2 topper code' and 'wrote the code for that [the big giant stern sign]'; David 'writing things for Mandalorian'
personnel_signal: Dwight's son James transitioned from multi-year internship to full employment at Stern, starting new role the day of the stream
high · Dwight announces: 'just started a new job today. Today's his first day. So it's very exciting.'
product_concern: Star Trek: The Next Generation has significant serviceability challenges despite engineering excellence; requires extensive disassembly of 70,000-piece subway system weighing 500 lbs
high · Discussion indicates the game 'has 70,000 subways underneath it' and hosts discuss difficulty in servicing it, though Dwight notes clever mounting design makes it easier than it appears
product_strategy: Mandalorian development followed a typical 13-15 month timeline and was first game completed entirely via remote work
high · Dwight confirms 'Mandalorian was completely [developed from home]' and references typical '13, 14, 15 months' development cycle across all games
technology_signal: Stern Pinball is permanently adopting remote collaboration tools (Slack, OBS, Zoom) even for post-COVID in-office work, representing significant shift in development workflow
high · Dwight states: 'I think that that won't change even if we're all in the same building' and describes continued use of asynchronous communication and flexible work schedules based on development phase