It has been a while since I blogged for Intel, so this is a hey, I’m back blog to catch everyone up on what I am doing, and what to expect moving forward.
Just to set context and explain who I am, in late 1994 my book on ray-tracing, 3D Graphics Programming in Windows was published, and is still available on Amazon, 25 years later. That was followed by a stint in game development at Dynamix in Eugene, part of Sierra, where I helped ship three DirectX* 2 games (A10-II Tank Killer, Earthsiege 2, and MissionForce: CyberStorm). I then landed at Microsoft as the Direct3D* technical evangelist. While at Microsoft, I worked on DirectX*, Microsoft Visual Studio*, and Microsoft Flight Simulator* X. In 2008, Larrabee hit SIGGRAPH (Special Interest Group on Graphics and Interactive Techniques) with an aim to be the first real-time ray tracing graphics card. Given my book, Larrabee was a natural attraction for me, so I left Microsoft and joined Intel. And then Larrabee happened. After Larrabee, I was part of the Intel Graphics Samples team from 2011 to 2013. Until recently I was involved in more internal, behind-the-scenes type work.
So, what is up now? I moved back into game development at Intel. There is an amazing team of what Intel calls application engineers, who help game developers make their game great on Intel products, both CPU and GPU. We call ourselves the GAME team, Graphics and Multicore Engineering. I am the staff program manager for this team.
What we do is quite amazing, we work with third-party gaming ISVs (independent software vendors) to make the games light up the newest Intel hardware features on either CPU or GPU, right in the middle of the nexus between hardware and software. Here is a sizzle reel around our recent work.
That is just the most recent update on the Intel® Developer Zone GameDev page. Good stuff for serious game developer practitioners there.
Next, I will cover the homepage update for focus and usability. Expect more from this blog over the rest of the year.
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