Here are some more quotes from the interview that I found to very interesting:
“It takes a long time to draw the games. It takes over a year to draw the games… We have to kind of keep the artist busy and keep him going while you finish up with other stuff.”
“I like to try and find the soul of the game, the Zen of the game early, ‘cause if you can’t find it in the sketches EARLY, you have to drop the theme and move on.”
“Many designers will just put down stuff on the playfield and put some ramps on it and they’re done.”
“It gets very complicated, um, especially if you’re detail oriented because you are going to go back and noodle all this stuff. So in my case it works against me, because things take longer. It’s just not, you know I, I, just can’t throw down two ramps without; Well, what do these ramps do? Where do they go? Are they, is it a metaphor? Is it part of the story? Yeah, so people don’t understand that. They’ll call me and they’ll say ‘Well, you know, this and that.’ and it’s like, well, it’s just, I CAN throw two ramps down, but it’s WRONG. It’s just not, you know, we can do more than that. It may take a little more time and people may not notice, but, you know, I know it’s not what it should be.“
“I think that’s where, um, I have the advantage is that I start, and I always get in arguments with other people in the community, but I start at the, at the concept level ‘up high’ and then I work it down. People really don’t care at the beginning if I have wonderfully designed brackets that are holding the inside of my cabinet together. They might care later when they lift the playfield up for something, but people are going to look at the game. They’re going to look at the backglass and the cabinet, and if there’s a topper or something, and how does this work together as a unit. That’s what people see first, and they make their decision in like ten seconds, you know. It’s cool or it’s not cool. So I can spend all day long underneath and have this beautiful laser cut bracketry and all of this. People don’t really care if that whole higher concept doesn’t kind of jive with them. They don’t see it.”
“So when I started at Bally, we just made whitewoods that shot well, and then they would put a theme on it, and they might say well, you need to move a couple letters, and sometimes they wouldn’t at all. They would um, the artist would come up with a name for the game that fit the number of lights that the designer had put down. Yeah, so, but today we can’t design that way. It, it all has to kind of work together and it’s very complicated, so for whatever reason my brain is able to sort all this out.”
“So on Magic Girl, I saw this game finished in my mind before I started.”
“You can’t afford to have ten people on staff making “Chicago” money. You know, Chicago’s an expensive town. So it’s been good and bad. The bad of it is it takes longer, some things you have to learn. The good thing is that you develop a good set of um, other vendors or partners to work with.”
“If you want to get above just kind of average or mediocre, you know, if you want to rise above, you, you know, you HAVE to redraw artwork. You HAVE to tweak colors. You HAVE to get people looking at stuff. You HAVE to spend time on it, details.”
“It takes longer. In the old days you had a time limit. You had to be in production in this day or you know, it’s like big trouble.”