claude-haiku-4-5-20251001 · $0.033
Spooky reveals Halloween and Ultraman with artist Jason Edmiston; discusses scaling production and theme strategy.
Spooky Pinball is producing 1,250 Halloween units, a significant increase from their previous maximum of 750 in 18 months
high confidence · Bug directly states: 'by the time people hear this you know, we're doing 1,250 Halloweens. So that's a lot of games. That's a big step up from us. The most we've ever done is 750 in 18 months'
Bug graduated high school in 2020 and transitioned to full-time work at Spooky, working 70-80 hours per week on design and production
high confidence · Bug: 'I graduated high school in 2020 that I stepped into the line full-time' and Charlie: 'I'm full-time and a half at this point. Full-time would imply 40 hours a week. This kid's in there probably 70 to 80.'
Spooky ended their podcast approximately 6-7 months before this episode to focus resources on game development
high confidence · Bug: 'we ended the podcast what was that like six seven months ago now probably... we ended the podcast about six seven months ago so we could just focus on making the best damn possible game we could'
Spooky's game selection strategy is based primarily on their personal DVD collection and what resonates with the company's horror-focused brand
high confidence · Bug: 'we just look at our DVD collection and pick stuff from there'
Jason Edmiston created approximately two dozen individual paintings for the Halloween machine, including separate paintings for backglass, side panels, and playfield sections
high confidence · Edmiston: 'the play field is a bunch of different paintings because of the different levels. And the slingshots are done separately, too. So all in all, two dozen paintings all together, maybe.'
Jason Edmiston is meeting the Spooky team for the first time during this podcast recording, despite being aware of industry connections
high confidence · Edmiston: 'This is the first time we've met, but I've seen his work everywhere' (regarding Christopher Franchi)
Jason Edmiston studied commercial art at OCAD in Ontario, Canada and spent 10 years in editorial/advertising before transitioning to pop culture art 12 years ago
“Dad that sounds like a terrible idea but absolutely go for it.”
Bug (Corwin Emery) @ Early segment — Reflects Bug's reaction at age 10 when Charlie proposed starting Spooky Pinball; illustrates family dynamic and Bug's early involvement
“I dropped many hobbies and made designing and working on pinball pretty much everything about my life at this point, to the point where I moved to a different house in Benton just to be close to it.”
Bug (Corwin Emery) @ Early-mid segment — Demonstrates Bug's commitment and sacrifice to the company; shows family-business integration
“It's like 10% planned, 90% rolling with it, I'd say.”
Bug (Corwin Emery) @ Mid-segment (marketing strategy discussion) — Describes Spooky's controlled-chaos approach to game reveals and marketing teasers
“If I had to concede to someone, I would be happy to do it with Jason because I've been a fan of his work for a long time, and our careers kind of intermingle.”
Christopher Franchi @ Pre-artist-reveal segment — Shows gracious acceptance of Jason Edmiston as artist despite previously suggesting Franchi could have done the artwork
“I didn't know how much work was involved, but I did see previous cabinets... And I knew that there was a lot of artwork. But what I wanted to do with it was to put my full level of painting ability into a machine and see what was possible with that.”
Jason Edmiston @ Artist introduction segment — Explains Edmiston's approach and motivation for accepting the Halloween pinball project as his first pinball work
“It still wasn't enough. It still took much longer than I expected... Even at a smaller size, they are still huge.”
Jason Edmiston @ Mid-segment (art discussion) — Indicates the technical challenges and time investment required for creating pinball cabinet artwork at high quality
“I try to describe my style as classic but reinvented, you know, kind of like make it look like it's always existed but it's fresh at the same time.”
design_philosophy: Jason Edmiston recruited through Monsterpalooza 2018 convention meeting with David Van Ness; first pinball art project following 12-year pop culture art career and extensive horror franchise portfolio
high · Edmiston: 'I met David Van Ness and myself at Monsterpalooza I think it was 2018... I was like, hey, you know, I'd love to do a machine'
business_signal: Spooky Pinball expanding production capacity and facility; moving from 750-unit maximum to 1,250-unit production run
high · Bug: 'We've expanded production. We're adding onto the shop. We're doing all these things. So, yeah, fully understand that, you know, to sell that many games, you definitely need those A-level licenses like Halloween'
community_signal: Spooky intentionally releases underside playfield photos to encourage fan community reverse-engineering and speculation; celebrates accuracy of fan attempts
high · Charlie: 'we know that's going to happen and it's kind of fun when we throw that out there just to see how close they get' and described fan who Photoshopped Halloween poster into cutout shape
design_philosophy: Jason Edmiston consciously blended classic 1970s-era pinball aesthetic (hard black line art, flat colors) with contemporary fine-art technique to honor Halloween's 1978 release while maintaining modern quality
high · Edmiston: 'I try to describe my style as classic but reinvented... make it look like it's always existed but it's fresh' and hosts noted it works as 'throwback machine' appropriate to 1978 original
licensing_signal: Halloween license represents commercial shift in Spooky's strategy; acquired to maintain growth targets while appealing to mainstream audience, not just niche horror enthusiasts
groq_whisper · $0.333
high confidence · Edmiston: 'I went to OCAD... I was trained to be a commercial artist... I did that for 10 years... For the past, say, 12 years, I've been in the pop culture arena'
Jason Edmiston @ Mid-segment (art style discussion) — Articulates Edmiston's artistic philosophy and approach to blending retro and modern aesthetics
“For the past, say, 12 years, I've been in the pop culture arena doing toy packaging and movie posters, horror magazines that were famous sponsors.”
Jason Edmiston @ Artist background segment — Establishes Edmiston's expertise in pop culture and horror content creation before pinball
high · Bug: 'Halloween falls into that very well because, I mean, it's very much so our kind of thing to pick. But it's also probably one of the biggest franchises out there'
market_signal: Spooky employs controlled-chaos marketing with intentional cryptic hints and playfield reverse-engineering challenges to build hype; 10% planned, 90% organic
high · Bug: 'It's like 10% planned, 90% rolling with it' and Charlie: 'If people are going to sit there and type 10 pages on Pinside saying, this means this and this means that, I'm going to feed into it'
community_signal: Jason Edmiston brought full fine-art painting approach to pinball for first time; created ~24 individual paintings with different techniques (photorealistic for backglass, flat colors with hard outlines for playfield) to optimize visibility and aesthetics
high · Edmiston: 'I wanted to put my full level of painting ability into a machine... I thought maybe flat colors with hard outlines would work better [for playfield] because it needs to be a bit poppier because of the way the lights go'
personnel_signal: Bug Emery established himself as co-owner and lead designer at Spooky; full-time commitment after 2020 high school graduation represents second-generation leadership transition
high · Bug: 'I graduated high school in 2020 that I stepped into the line full-time... I'm full-time and a half at this point' and moved to Benton to be close to operations
announcement: Double reveal of Halloween and Ultraman from Spooky Pinball; Halloween represents major licensing escalation with 1,250 unit production planned
high · Charlie and Bug explicitly announce Halloween and Ultraman; production targets confirmed for Halloween with specific unit count of 1,250
product_concern: Jason Edmiston's high-art approach to pinball required extended timeline; even with more time than usual, artwork creation exceeded expected duration significantly
medium · Edmiston: 'It still wasn't enough. It still took much longer than I expected' and 'they did have more time than usual for these types of jobs' suggesting compressed timelines are industry norm
business_signal: Spooky transitioning from niche/eclectic titles toward commercial A-level licenses while maintaining boutique identity; balancing community expectations with growth
high · Bug: 'if you need to sell 300 to 500 games you can be a bit more eclectic... but we're to the point now where the company is growing... to sell that many games, you definitely need those A-level licenses like Halloween and still stay true to ourselves'