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Greg Freres recounts Bally's revolutionary in-house art dept and his 46-year pinball career.
Greg Freres was hired at Bally on June 12, 1978, after creating a portfolio-building effort of three weeks and interviewing with art director Paul Faris
high confidence · Greg stated this specific date and hiring process directly in the podcast episode
Paul Faris intentionally brought four-color silkscreen process printing to pinball backglasses, departing from traditional silkscreen line art, which set Bally apart from competitors
high confidence · Greg and hosts discuss this as a deliberate strategic shift led by Paul Faris; Greg confirmed it was 'definitely intentional'
The Bally art department operated as a cohesive in-house team where artists typically created entire games (backglass, playfield, cabinet) rather than splitting work among multiple artists, with rare exceptions like Skateball
high confidence · Greg explained Paul Faris philosophy was to 'maintain one look from one artist on each game' with 'rare' splits
Paul Faris was integral to thematic development and actively art-directed illustrators with rough sketches and written notes, including on pieces like Fathom
high confidence · Greg provided specific anecdotes of Paul leaving notes like 'make her prettier' and providing thumbnail sketches of vision for mermaids
Greg Freres retired after approximately 40 years in the pinball industry, recently stepping down from his role as head of Stern Art Department
high confidence · Hosts introduced him as 'until very recently, the head of the Stern Art Department' and he confirmed 40-odd years in the business
The sexualized female imagery in Bally games from this era (the 'Bally-nipple era') originated more from the art department's creative choices under Paul Faris rather than upper management mandate
medium confidence · When asked if it came from above, Greg said 'I would say it was probably more just the art department' and attributed some influence to Paul
George Christian, designer of 8-Ball Deluxe and other games, likely worked very closely with Norm Clark (head of design at Bally) in a collaborative design process
“It was June 12, 1978, and it went well. So that's all I can say.”
Greg Freres @ early in episode — Precise recollection of his hiring date at Bally, establishing the beginning of his 46-year career
“Your illustration is good. He says, I have somebody waiting in the wings that's probably a better illustrator than you, but I like the fact that you know a bit about the production end of things.”
Greg Freres @ ~10 min mark — Paul Faris valued production knowledge over raw illustration talent, showing his strategic thinking about the art department's needs
“It was definitely intentional. Paul was brought in. He was friends with Billy O'Donnell, the vice president of marketing at the time, Tom Neiman. He came in specifically to take pinball art in a new and more unique direction.”
Greg Freres @ ~20 min mark — Confirms Paul Faris's deliberate mission to transform Bally's visual identity through four-color printing innovation
“We all became really great friends, you know, and working every day in one group, in one room. It was just, you know, I look back so fondly on those days, you know.”
Greg Freres @ ~25 min mark — Emphasizes the tight-knit culture of the Bally art department as a key factor in its success and cohesive visual identity
“In college, I never wanted to be part of the fraternity structure of things, but this pinball thing is the best fraternity I could have ever asked for.”
Greg Freres @ ~27 min mark — Reflects the deep personal bonds and community aspect of the pinball industry that sustained his 46-year career
“It's very hard to come up with reference of good mermaids. Right. And you got to understand back then there was no Internet. Right. There was no Google.”
Greg Freres @ ~35 min mark — Highlights the practical constraints of 1970s-80s art direction and how artists had to improvise without modern research tools
“Greg, I don't know. It just, it's not pinball. This is not pinball... the color maybe. Maybe there are no happy colors.”
historical_signal: Paul Faris's deliberate shift from silkscreen line art to four-color silkscreen process printing marked a watershed moment in pinball art, elevating it to album-cover-quality illustration standards and directly contributing to Bally's market dominance during 1979-1981 golden era
high · Greg confirmed 'It was definitely intentional' and described it as allowing art to be created 'like an album cover' with 'full color, full rendering' rather than 'comic book line art and flat colors'
design_philosophy: The Bally art department under Paul Faris operated as an intentionally unified creative unit where individual artists maintained singular artistic vision per game while cross-pollinating ideas, creating a recognizable 'Bally look' that distinguished it from competitors
high · Greg stated Paul's philosophy was to 'maintain one look from one artist on each game' and described the department as 'the best fraternity I could have ever asked for' with artists inspiring each other daily
personnel_signal: Greg Freres recently retired as head of Stern's Art Department after ~46 years in pinball, recently attended a going-away party with his original Bally colleagues (Margaret Hudson, Kevin O'Connor, Pat McMahon), marking the end of an era for a core group that shaped modern pinball aesthetics
high · Hosts introduced him as recently retired from Stern Art Department; Greg confirmed ~40 years in business; he attended retirement party with original Bally team members
design_innovation: Greg Freres' background in graphic arts production (half-toning, four-color separation, silkscreening) directly informed his hiring at Bally, where he helped Paul Faris establish an in-house darkroom and film production capability for faster turnaround on color-separation backglasses
high · Greg explained Paul hired him partly because 'my minor in college was graphic arts' and Paul wanted to set up 'a darkroom at Bally' to keep film work in-house rather than outsourcing
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low confidence · Greg stated this as speculation: 'I believe George was really working closely with Norm Clark. That's just my opinion' and 'I have no way to verify that'
Pat McMahon started at Bally around 1981 as a fresh-out-of-school intern before becoming an artist on games like Fishtails
medium confidence · Greg estimated 'Pat started probably in 1981' and noted he was 'a kid when he started' as an intern
George Christian @ ~55 min mark — Shows the iterative design process and designer-artist collaboration, including George Christian's critique of color choices on Speakeasy
“It was a different era, gentlemen... Before global warming, yeah.”
Greg Freres @ ~48 min mark — Contextualizes the artistic culture of the 1970s-80s as distinctly different from modern standards and sensibilities
design_innovation: The Bally art department routinely created custom typefaces and 'lockups' (word marks/logos) for each game, representing a distinct artistic discipline integrated into the overall visual identity; this practice diminished with later IP licensing that came with pre-established logos
high · Hosts and Greg discussed custom typeface work on Xenon and other games; Greg noted Dave Christensen excelled at hand lettering and Margaret Hudson was 'great at designing fonts' and creating logos
industry_signal: During Bally's golden era, in-house art departments became a key competitive advantage; Williams also had in-house artists but lacked the thematic cohesion that Paul Faris achieved at Bally, suggesting leadership and vision, not just resources, drove market success
medium · Greg noted Williams 'did have an in-house group of artists, but they...weren't held together with the glue that Paul Faris put together' and that Bally games had a unified look while competitors often contracted outside studios
design_philosophy: Paul Faris actively art-directed illustrators with rough sketches and written critique, indicating a top-down creative vision that balanced artist autonomy with thematic consistency—exemplified by notes like 'make her prettier' on Fathom sketches
high · Greg described Paul leaving 'a note on it saying, make her prettier' and providing 'very rough sketch' thumbnails showing desired direction for mermaids on Fathom
historical_signal: 1970s-80s pinball art required physical research (books, libraries) lacking modern digital reference tools, forcing artists to work from memory and creative improvisation while meeting tight production schedules
high · Greg explained finding mermaid references was 'very hard' because 'back then there was no Internet. Right. There was no Google' and artists had to 'just get going' without extensive research time
community_signal: The tight social bonds formed within Bally's art department—described by Greg as 'the best fraternity I could have ever asked for'—created lasting professional relationships that persisted across industry transitions (Williams acquisition) and spanned 46+ years, with recent reunion at retirement party
high · Greg emphasized working 'every day in one group, in one room' created 'really great friends' and attended recent going-away party with Margaret Hudson, Kevin O'Connor, Pat McMahon from original Bally days
design_philosophy: Game whitewood design often evolved substantially from initial design-group concepts through art direction and marketing input; thematic identity was shaped through iterative collaboration rather than locked in at design phase, allowing flexibility in visual storytelling
medium · Greg explained whitewood themes 'seldom would...hold its original theme that the game designer put on there' and described how marketing (Carol Mark Porth) and Paul influenced final themes like Frontier
sentiment_shift: Greg Freres expressed regret about certain artistic choices in retrospect—describing his Speakeasy Leyendecker pastiche as 'horribly aped'—suggesting both technical growth over his 46-year career and evolving aesthetic standards in the industry
medium · Greg said 'If I had to do it over' regarding Speakeasy's Leyendecker-influenced style, indicating self-critique and evolution in his artistic approach