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JJP's Dutch animation team reveals Harry Potter production: team collaboration, Mina Lima partnership, and licensing challenges.
Harry Potter required a bigger team than previous Jersey Jack games due to the scale of the license and compressed timeline
high confidence · Jean-Jean-Paul de Win, presentation opening: 'This year I brought a bigger team. It's a big license. Jersey Jack finally came out with the Harry Potter license...we needed a bigger team because there was a lot of work to do. It's in a shorter amount of time.'
Elton John, Jean-Paul de Win did 80-90% of animations on Jersey Jack games; Harry Potter marked a shift to team-based production
high confidence · Jean-Jean-Paul de Win: 'Until, I guess, Elton John, I mostly did like 80 or 90% of all the animations in Jersey Jack games, and now we're spreading it up in teams.'
Mina Lima studio, based in London, created the Collector's Edition artwork and was responsible for original Harry Potter book covers and movie assets
high confidence · Jean-Jean-Paul de Win: 'It's a studio based in London. They are actually responsible for the book covers of the original Harry Potter books. and they did a lot of actual assets in the movies themselves.'
Jean-Paul de Win initially opposed using Mina Lima artwork on the pinball machine but was proven wrong by community reception
high confidence · Jean-Jean-Paul de Win: 'personally I was not very a fan of their work to put on a pinball machine but apparently it was a good choice because a lot of people like the collector's edition...I was wrong in that sense because I advised not to do that but they did a great job'
Harry Potter was the most difficult license Jersey Jack has worked with in 11 games, with particularly long approval times reaching six months in some cases
high confidence · Jean-Jean-Paul de Win: 'this is probably also the most difficult license or we worked with uh from from my you know 11 games i worked on for jersey jack this was by far the the the toughest to get everything approved um and also approval time was really long...Six months later you get feedback.'
The licensor required linear story progression but the team negotiated to allow players to start at different movies while maintaining linearity within each movie
high confidence · Jean-Jean-Paul de Win: 'they didn't want to mix up the story so we had to to cut the movie but still tell it linear...we explained that it's going to be boring if you play Pinball Machine and always have to start at the first movie...So we were able to mix that up, and so you play movie six linearly, or you play movie four linearly.'
“This year I brought a bigger team. It's a big license. Jersey Jack finally came out with the Harry Potter license, which was anticipated for many years.”
Jean-Paul de Win@ 0:56 — Sets context for team expansion and the significance of securing Harry Potter IP
“Until, I guess, Elton John, I mostly did like 80 or 90% of all the animations in Jersey Jack games, and now we're spreading it up in teams.”
Jean-Paul de Win@ 2:01 — Documents shift in production methodology from solo artist to collaborative team model
“This was probably also the most difficult license or we worked with from my 11 games I worked on for Jersey Jack this was by far the toughest to get everything approved.”
Jean-Paul de Win@ 10:24 — Confirms Harry Potter as exceptionally challenging from IP approval perspective
“Personally I was not very a fan of their work to put on a pinball machine but apparently it was a good choice because a lot of people like the collector's edition.”
Jean-Paul de Win@ 4:37 — Shows internal disagreement on artistic direction but community validated the choice
“We explained that it's going to be boring if you play Pinball Machine and always have to start at the first movie, and then it's going to be a battle to reach the sixth movie. So we were able to mix that up.”
Jean-Paul de Win@ 11:47 — Documents successful negotiation with licensor on game design vs. IP constraints
“Joe is a very experienced playing pinball player and of course very experienced programmer he's starting to play the game and see what kind of shots he can make...this is programmer art.”
design_innovation: Lenticular images on rotating staircase diverter that shift between two movie frames to mimic moving paintings from film, creating immersive theme integration at micro scale
high · Jean-Paul De Wijn detailed the lenticular effect: 'on the staircase we have lenticular images which shift in two and they shift in two frames like the moving images or the paintings in this staircase in the movie...when the staircase turns you can can see this effect'
design_innovation: Multi-layered UI animation approach derived from programmer art: Joe Katz's initial rule sketches translated into visual UI by Olaf, creating direct connection between gameplay mechanics and screen presentation
high · Olaf: 'this is the input I got from Joe Katz...Joe is starting to play the game and see what kind of shots he can make...Joe is just writing things up on screen...this is programmer art uh and i worked with him very closely on alton john because he was the lead on that game as well'
design_innovation: High-fidelity 3D models built for multiple purposes: large screen animations, playfield insert artwork, and physical sculpt reference. Same snitch model appears both in animations and on physical plunger.
high · Lars: 'The cool thing is that many of the sculpts which are part of the pinball machine are also used inside the animations. So if you see the snitch flying around across the screen, it's the same snitch that you will find on the plunger'
product_concern: Exceptionally restrictive licensing approval process for Harry Potter compared to prior JJP licenses. Six-month feedback delays common; licensor rejected money-collection concept as thematically inappropriate; required narrative linearity and strict character likeness controls
high · De Wijn: 'this was by far the the the toughest to get everything approved um and also approval time was really long...Six months later you get feedback...they said no this is not not okay because in the world of harry potter it's not about collecting money'
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The game contains 60 edited movie scenes across six movies plus six Voldemort battle scenes, edited by Jean-Paul de Win's daughter
high confidence · Jean-Jean-Paul de Win: 'So she had to make decisions and cut them up to what is interesting in 30 seconds...In total, she cut up 60 scenes and then the six times the Voldemort scenes.'
Lenticular images on the rotating staircase use two-frame captures from the movie to create movement effects matching the magical paintings
high confidence · Jean-Jean-Paul de Win: 'on the staircase we have lenticular images which shift in two and they shift in two frames like the moving images or the paintings in this staircase in the movie so I took frame captured from the movie two frames...when the staircase turns you can can see this effect'
Licensor approval for the lenticular paintings was problematic due to likeness concerns until Jean-Paul de Win demonstrated the images were too small to recognize
high confidence · Jean-Jean-Paul de Win: 'we had, they came up with the story that the actors in the paintings had a special approval thing...I sent them this picture and said, well, on the prints, you can actually, it's even hard to even recognize these people. is that okay then? And then it got approved'
Joe Katz initial 'programmer art' sketches were the starting point for UI and animation development, created from his notes while testing the playfield
high confidence · Olaf: 'this is the input I got from Joe Katz at the time...Joe is a very experienced playing pinball player and of course very experienced programmer he's starting to play the game and see what kind of shots he can make...Joe is just writing things up on screen...this is programmer art uh and i worked with him very closely'
Olaf's@ 21:27 — Explains methodology of translating rules and playfield experience into visual UI
“If you buy a pinball machine of Harry Potter, you have the best replicas of their wands as well.”
Lars@ 43:23 — Highlights physical accuracy of 3D scans used directly from movie props
“A broomstick in Harry Potter can't fly without a person sitting on top of it.”
Lars@ 44:16 — Documents licensor constraint that drove creative problem-solving in sculpting
“So yeah, that is what what's happening well this is something for the tryout so that's the first step earning your position and that is that uh arena you see but you're a little bit outside so you're not entering the arena.”
Olaf's@ 27:08 — Explains layered progression and theme integration in UI animation design
“It was on the edge because the licers were against putting things in the scene or feeling like it's in the scene so therefore it's not like shaded with a shadow underneath it.”
Johnny@ 37:51 — Documents subtle licensing restrictions that required creative workarounds in VFX
manufacturing_signal: Jersey Jack Pinball expanded animation team from single artist (De Wijn doing 80-90% on prior games) to four-person collaborative structure for Harry Potter, indicating shift in production capacity and methodology
high · De Wijn: 'This year I brought a bigger team. It's a big license...we needed a bigger team because there was a lot of work to do...Until, I guess, Elton John, I mostly did like 80 or 90% of all the animations in Jersey Jack games, and now we're spreading it up in teams'
design_philosophy: Animation team uses proposal-rejection feedback loop with licensor, iterating UI designs based on thematic constraints. Rejected designs preserved as reference while showing evolution to approved solution.
high · De Wijn showed rejected Horcrux animation with 'green they didn't like the swirl...and the circle splash' and subsequent approved version 'much cleaner' with less decorative elements; similar pattern for Gringotts collecting animation rejected as non-thematic
design_philosophy: Team successfully negotiated game design flexibility within IP constraints. Licensor initially required story start at movie one; team convinced them to allow non-linear movie selection while maintaining linear progression within each movie.
high · De Wijn: 'We explained that it's going to be boring if you play Pinball Machine and always have to start at the first movie...So we were able to mix that up, and so you play movie six linearly, or you play movie four linearly'
design_innovation: Direct use of 3D scans from original movie props (Sorting Hat, wands) in pinball design. Wands required wire channel modification for embedded lights; broomstick rider required pose adjustment from scan.
high · Lars: 'These are 3D scans of the original props used in the movie. So you could say that if you buy a pinball machine of Harry Potter, you have the best replicas of their wands as well...we needed to have mounting points so they could fit...we added some lights...we needed to find some kind of construction of a wire going through those wands'
personnel_signal: Animation team includes: De Wijn (art direction), Olaf (lead animator), Lars (3D/sculpting), Johnny (3D/effects), De Wijn's daughter (video editing). Cross-disciplinary collaboration model with specialized roles.
high · De Wijn introduced: 'Olaf, who was lead animator on Elton John. Lars is working with Olaf in the studio...Johnny...used to be a colleague during my television years...my daughter. She edited all the movies...So the sixth member in the Dutch team was my daughter.'
business_signal: Jersey Jack partnered with Mina Lima (London-based design studio, 10-person team) for Collector's Edition artwork. Mina Lima creates ongoing revenue from Harry Potter book/film IP licensing; studio elevated from De Wijn skepticism to community-validated success.
high · De Wijn: 'It's a studio based in London. They are actually responsible for the book covers of the original Harry Potter books...a team of like 10 people...personally I was not very a fan of their work to put on a pinball machine but apparently it was a good choice because a lot of people like the collector's edition'
content_signal: Jersey Jack hosted comprehensive technical presentation showing iterative design process, rejected concepts, approval challenges, and production workflow to community at major expo. Reveals internal decision-making and creative conflict resolution.
high · Full presentation dedicated to showing rejected Horcrux animation, Gringotts concept iteration, licensing feedback examples, and detailed explanation of multi-department workflows