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Barrels of Barrels of Fun details Dune Pinball design innovation, pricing, and production strategy at EPC 2025.
Dune Pinball launched April 15th, 2025, with 1,000-unit production cap at 11,600 USD retail price and is currently shipping.
high confidence · David Van Es, EPC 2025 seminar, directly stated facts about launch date, production limits, and price
Labyrinth production reduced to 1,004 units (from planned 1,100) due to QC failures on incoming parts, with approximately 50 units remaining in inventory.
high confidence · David Van Es, explicit statement about production numbers and QC constraints
Dune Pinball's Horizon Lighting System was built into the cabinet design and represents a direct response to Labyrinth customer feedback requesting upgrades like shaker motors and Invisiglass.
high confidence · David Van Es described the lighting system's origins and integration as a result of Labyrinth's commercial success enabling better supplier relationships
Barrels of Fun currently employs over 30 full-time employees and operates with enough production margin to absorb tariff impacts rather than passing them to customers.
high confidence · David Van Es stated both employment numbers and tariff absorption strategy explicitly
CE certification testing for Dune was completed in December (2024), eliminating the delay that plagued Jim Henson's Labyrinth rollout.
high confidence · David Van Es stated Dune was in CE testing in December and promised it would not be delayed like Labyrinth
Australian and European markets account for approximately 15% of Barrels of Fun's sales.
high confidence · David Van Es provided explicit market breakdown at end of presentation
Van Es experienced tariff spikes to 40% and 154% on two separate occasions, both times catching inventory in customs.
high confidence · Direct personal testimony from David Van Es about tariff exposure
Dune Pinball required over 18 months of development from concept through production, involving a 3D sculptor from Weta (Lord of the Rings of the Rings of the Rings VFX company).
“I'm a film and TV post-production guy. Now I'm making pinball machines. That ain't traditional. Right? But you just have to surround yourself with great people to make great stuff.”
David Van Es @ ~4:30 — Reveals Van Es's background and philosophy of surrounding himself with experts despite lack of formal engineering training
“This is cinematic pinball experience. This is like watching the movie, but I'm actually partaking in it.”
Colin (from the Kineticists, quoted by David Van Es) @ ~26:00 — Captures the market phrase Van Es adopted for Dune; became his primary marketing positioning
“We don't try to take any shortcuts. We have to stay within a budget, don't get me wrong, and my accountant will kill me all the time. But I really believe the better we get at this, the more we fine-tune it, the process will get better and better for us.”
David Van Es @ ~23:00 — Articulates tension between artistic vision and cost discipline; signals commitment to quality despite financial pressure
“I'm not building a company on one game. I'm building a company on 10 years worth of games. And what I need to tell you guys, I'm not going anywhere.”
David Van Es @ ~39:00 — Demonstrates long-term vision and confidence in company sustainability despite tariff absorption and margin pressures
“If I have the power to get you games, that's what I'm doing 100%. And if I can't, I will tell you. There's no hiding behind anything. I'll be straight up and that will probably get me in trouble, but I'll tell you exactly what's going on.”
David Van Es @ ~41:00 — Shows commitment to transparency with community despite personal risk; reflects on credibility-building in collector market
“Selling out doesn't mean we've done good or bad. It's just a mark of what we're comfortable with manufacturing in a certain amount of time.”
David Van Es @ ~34:00 — Challenges market assumption that sell-outs equal success; indicates conservative production philosophy
“When I got the first test sample of this in, like it just blew me away, like absolutely gorgeous.”
product_launch: Dune Pinball officially launched April 15, 2025, with 1,000-unit production cap and is currently shipping at 11,600 USD retail.
high · Direct statement: 'The game launched on April 15th. It's limited up to 1,000 units and it's retailing for 11.6 and it is actually shipping right now.'
product_concern: Labyrinth production reduced from planned 1,100 to 1,004 units due to QC failures on incoming component parts.
high · Van Es: 'Originally it was meant to be 1,100, but the quality of a lot of our parts that came in just did not pass QC. So that's why we're only making 1,004 of them.'
design_innovation: Dune introduces thumper bumper as innovative hybrid mechanic combining pop bumper vertical movement with sculpted thumper theme element to represent film's iconic Shai-Hulud worm.
high · Van Es detailed the ideation process: 'a pop bumper goes up and down why can't we just extend that through our sculpt to create that thumper'
design_innovation: Dune features collapsible harvester mech that falls inward on destruction, with rotating omnicopter overhead and dual-strategy boss fight (direct hit or remove chopper first).
high · Van Es: 'The front of it actually collapses in on itself. So when you explode it, it actually falls in... if you can take out the chopper... now it's just one kill shot directly to the harvester.'
design_philosophy: Barrels of Fun's design ethos prioritizes translating film moments into playable experiences by identifying emotional/visual beats (worm ride, harvester battles, Fremen hideouts) and converting them into mechanics.
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high confidence · David Van Es detailed development timeline and identified sculptor as working for Weta in New Zealand
Barrels of Fun uses Python and Godot for high-level coding and C++ for lower-level switch code, in collaboration with FAST Pinball on control systems.
high confidence · Direct answer to audience question about technical architecture
The spinner behind the fork mech in Dune was a last-minute addition suggested by Phil Rawls immediately before production began.
high confidence · David Van Es recounted the anecdote of Rawls recommending the spinner and Van Es pulling a prototype from the shelf
David Van Es @ ~21:00 — Emotional reaction to artwork quality; emphasizes immersion and aesthetic standards
“I had to sell two Indiana Jones I restored to pay for my kids' births. That game's like, I've got a third one that I have never restored because I'm terrified I'm going to have another kid.”
David Van Es @ ~37:30 — Personal anecdote establishing credibility as collector and self-taught enthusiast; humanizes founder
high · Van Es: 'What moments do you remember from the film... riding the worm, the harvest of battles, the thumper... Now, how do we make that a playable experience?'
design_innovation: Horizon Lighting System integrates lighting into cabinet structure (not retrofit) with day/night cycle control tied to spinner shots to represent passage of time in Arrakis.
high · Van Es: 'I didn't want to put lights that just went over the top. It had to be built into the cabinet... you use the spinners in all three spots to basically speed up time.'
supply_chain_signal: Barrels of Fun absorbed significant tariff impacts (including spikes to 40% and 154%) without passing costs to customers; company has sufficient margin to absorb impacts but acknowledges it 'hurts a lot.'
high · Van Es: 'Both those days... guess who had stuff in customs? Me... there's not a lot of margin in pinball, I'll be frank with you all... I'm not going to pass it on to you guys.'
regulatory_signal: Labyrinth's European rollout significantly delayed due to CE certification process taking longer than expected; Dune mitigated this by completing CE testing in December 2024 before production ramp.
high · Van Es: 'laws were changing so everything I was learning was kind of going out the window... The good news about Dune... is Dune was in testing for CE back in December... So we're already past that hurdle.'
personnel_signal: Artwork artist Johnny Crap handled full package design for Dune (vs. playfield-only on Labyrinth); revealed to be significant Dune fan across films and books; elevated scope and depth of visual contribution.
high · Van Es: 'Artwork, a.k.a. Johnny Crap, absolutely nailed this playfield and cabinet package... he was responsible just for the playfield... This time he did the whole package from start to finish. I didn't realize he was a massive Dune fan.'
business_signal: Barrels of Fun now operates with 30+ full-time employees, up from previous team size; growth enabled by Labyrinth's commercial success and improved supplier relationships.
high · Van Es: 'We have currently over 30 full-time employees... Because of Labyrinth being extremely successful, we had the opportunity to be able to have better buying power.'
market_signal: Australian and European markets account for ~15% of Barrels of Fun sales but show higher appetite for risk-taking IP and willingness to pay premium pricing (Australians paying up to $20k for machines).
high · Van Es: 'the appetite for titles that you guys are willing to take risks on... Australia, there's a much more ferocious appetite for pinball. You all pay way more for pinball than you all should... they're paying like $20,000 for a game.'
product_strategy: Barrels of Fun sets production caps (1,000 units for Dune) based on 12-month manufacturing comfort window, not demand prediction; views sell-outs as indicator of underestimation rather than success metric.
high · Van Es: 'I set a number that's comfortable for our company to manufacture in a 12-month window... Ideally, what I want to happen is... I want to make sure there is enough games... If we do a good job, we'll get rewarded and we'll sell them all out.'