claude-haiku-4-5-20251001 (batch) · $0.022
Tanio Klyce shares his path from Valve to Stern and technical innovations on Deadpool.
Tanio Klyce has been working at Stern since approximately 2011, contributing to games including Star Trek, Mustang, Kiss, and serving as lead programmer on Deadpool.
high confidence · Tanio stated he was hired by George Gomez after being recommended by Steve Ritchie, and worked on Star Trek as his first game, then Mustang, Kiss, and became lead on Deadpool
Star Trek was the first Stern pinball machine to have full RGB LEDs on the playfield feature lights.
high confidence · Tanio stated: 'It was the first one to have, yeah, all the lights on the playfield were, all the feature lights were RGB.' He specified this was different from Tron and AC/AC/DC (Premium) which had light boards but not full RGB LED coverage.
Tanio worked at Valve Software before joining Stern, and had approximately 14 years of video game industry experience prior to transitioning to pinball.
high confidence · Tanio stated: 'The last video game company I worked at was Valve Software' and referenced working in the video game industry for about 14 years before 2008
Black Knight (1981) was the first pinball machine that truly engaged Tanio as a player and sparked his initial interest in pinball.
high confidence · Tanio said: 'The first game that really got me into pinball was Black Knight, the original Black Knight, 1981. It was at the movie theater. I grew up in New Orleans on the West Bank.'
AC/DC was a pivotal game for Stern's resurgence and helped the company rebuild after the 2008 recession period.
high confidence · Tanio stated: 'That success really helped build the company up and they could start building up the team and building up the development team, building up everything.'
Tanio created a custom one-of-a-kind Metallica pinball machine (based on Earthshaker) in 2008-2009 that impressed Steve Ritchie and James Hetfield, leading to his hiring at Stern.
high confidence · Tanio described the project: 'We started in 2008, March 2008, and in 2009 at Pinball Expo we showed it... Steve Ritchie was at that expo, and he played the game and was pretty impressed with how loud it was.'
“The first game that really got me into pinball was Black Knight, the original Black Knight, 1981. It was at the movie theater... hearing other people playing it, you hear Black Knight, like, taunting people and, you know, Play me, you know, challenge me. Who will challenge me? And for some reason that just really drove me in.”
Tanio Klyce @ early in interview — Establishes Black Knight as foundational to Klyce's pinball passion and shows thematic/audio design impact
“I'd been playing video games and then working on and making video games for a while at that point for about 10 years in 2008. And I'd spent a lot of my career sitting at a computer. So for entertainment, it no longer was interesting to me to sit on a couch and play a console game or sit at a computer at home. And I wanted the social experience that I remember from when I was a kid.”
Tanio Klyce @ mid-interview — Explains motivation for returning to pinball from video games; reflects broader industry shift toward physical play experiences
“In video games it's hard to light things on fire. In pinball, it's not so hard. If you have a bug in your code, it's possible for things to heat up and start smoking.”
Tanio Klyce @ technical discussion section — Illustrates the fundamental challenge of real-time hardware programming vs. simulated game development
“In pinball it's all real and you're dealing with something you don't have control over at all. You've got this ball knocking around... in pinball it's more like a real-time systems problem rather than just a simulation problem.”
Tanio Klyce @ technical transition section — Core difference between video game and pinball programming; highlights unpredictability and hardware constraints
“Steve Ritchie was at that expo, and he played the game and was pretty impressed with how loud it was. And, like, he was really impressed with the sound work that I'd done on it and really in the speaker system and everything. So, to me, that, like, I talked to him before, but after that, I went down in his book as a guy that, you know, had some pinball talent.”
Tanio Klyce @ career trajectory section — Turning point in his path to Stern; shows Ritchie's role as talent scout and how custom projects can signal capability
personnel_signal: Tanio Klyce's recruitment from indie/custom pinball scene to Stern as game programmer (~2011), following successful Metallica custom machine and Steve Ritchie endorsement. Represents investment in technical talent from unconventional backgrounds.
high · Klyce discussed being hired by George Gomez after Ritchie recommended him post-Expo 2009; followed ~2-year gap between Metallica machine (2009) and Star Trek hiring
design_innovation: Star Trek marked first Stern machine with full RGB LED playfield lighting; Klyce was driving force behind implementing node board system with SAM integration under engineer Andrew Pines
high · Klyce stated: 'It was the first one to have, yeah, all the lights on the playfield were, all the feature lights were RGB' and described his role implementing RGV lighting and programming light shows
business_signal: AC/DC success post-2008 recession enabled Stern to expand development team and rebuild manufacturing capacity; Klyce specifically cited this as inflection point for company growth
high · Klyce: 'That success really helped build the company up and they could start building up the team and building up the development team, building up everything.'
product_launch: Deadpool released with positive community sentiment following Deadflip stream event; Klyce expressed anxiety pre-launch but confirmed strong positive response
high · Klyce: 'I was really anxious running up to the stream... But we had a great time... the response was just awesome. All the comments were very positive, and people seemed really excited about the game.'
groq_whisper · $0.092
Deadpool received very positive community response following the Deadflip stream event.
high confidence · Tanio said: 'All the comments were very positive, and people seemed really excited about the game.'
Tanio implemented the mode system for Star Trek and contributed significantly to RGB lighting implementation, working with engineer Andrew Pines on the node board system integration with the SAM system.
high confidence · Tanio detailed: 'I implemented the mode system and then I implemented several of the modes like Prime Directive... I also implemented the RGV lighting for the LE and premium was a big part of my effort.'
“When George started on the game, we pretty much started a new game. So there's not a lot port[ed over]...”
Tanio Klyce @ end of interview — Indicates Deadpool was built from scratch rather than on an existing engine/codebase; suggests fresh design approach
technology_signal: Klyce's transition from Valve game development to Stern pinball required fundamental shift in programming paradigm: from simulated physics/cheating mechanics to real-time hardware control with inherent unpredictability and thermal/power constraints
high · Klyce articulated key differences: video games allow helper physics and programmer cheating; pinball requires dealing with uncontrollable physical ball behavior, thermal management, power draw, and switch reliability
operational_signal: Stern employs multi-stage testing approach: internal playtesting by sales/non-expert staff during development, beta placement in local arcades, and post-launch data collection from route machines to inform code updates
medium · Klyce explained: 'If the game's not out on the street yet, then we get as many people as possible. We get our sales guys to play... once the game is released we'll usually get some out in some local arcades and then we can start collecting real life data.'
design_philosophy: Modern pinball rule design treated as statistical optimization problem: programmers count switch activations, track multiball frequency, and tune for target game time (~3 minutes for 3-ball games) rather than pure gameplay feel intuition
medium · Klyce: 'we do things like count switches and look at how frequently something happens, like how frequently a multiball starts. And then we tune the rules in order to make sure that the player's having fun, but it's not too easy and not too hard.'
personnel_signal: Stern shifted Lyman F. Sheats Jr. away from system development (Spike 1/2) to focus on game code; Klyce and Tony DeFeo took on system programming load to free up top game designer talent
medium · Klyce: 'I took on some of the Spike 1 work... Eventually we hired another fellow named Tony DeFeo who became our dedicated system guy for a while... try to free up his time so he can actually make games since he's so good at it.'
historical_signal: Klyce's realization at Pacific Pinball Museum that electromechanical machines implemented game state via relays/coils/wires rather than computers; influenced his fascination with pinball as engineering/design problem
high · Klyce: 'I'd been making video games for so long, it kind of blew me away that you can actually make game state and game, you can program a game without having a computer... I'd open up the lid and I'd just look under and, like, oh, my God, that's a game in there?'
community_signal: Metallica custom pinball machine served as both artistic/technical showcase and talent signal to industry insiders; Steve Ritchie's positive response at 2009 Expo led directly to Stern hiring opportunity
high · Klyce: 'Steve Ritchie was at that expo, and he played the game and was pretty impressed... After that, I went down in his book as a guy that, you know, had some pinball talent. And then once they started working on Metallica here, I guess my name started going around.'