What the heck am I doing at Intel?

I'm a recovering animator. No, I take that back - you never really recover from animating - you just have less time to do it. For six years I had the pleasure of training animators, modelers, layout artists and other digital animation and FX artists from Disney Feature Animation, Sony Digital Imageworks, Rhythm&Hues and many other production houses on the lastest 3D tools. I was a lead animator for Pacific Title|Mirage on that wondrous Christmas classic, "The Nuttiest Nutcracker," - what, you missed that one? It was on HBO's "On Demand" forever, man! And I was a Senior Artist for Mattel working on interactive animation for the internet (no, they never dared to let me animate Barbie).

I was also a session singer for about fifteen years. I sang passionately about everything from bottled beer to haircuts. I was also the Voice of Doom on Baywatch - if a character was being written out, was dying, was having a bad hair day, I would usually be the one singing over the film montage in the middle of the show.

And, oh yeah, under the name, Steve Zell, I'm the author of a horror novel titled, Wizrd (which has nothing to do with Wizards, btw).

All that has given me a healthy respect for content creation - especially digital content creation. For the people who toil at it (often swearing at the machines they're trying to pull it out of), for that often too slow, too loud, too hot hardware they work with, and for the marvelous DCC software that runs on those machines.

The software was great - but often buggy - and the hardware always had a tough time keeping up.

That's why I'm at Intel.

I was actually interviewing at PDI (man...I could have worked on Shrek!), and at ILM when Intel called. Working for Intel seemed like a very strange opportunity at first. And then I realized that, with Intel, I had a chance to help make those digital content creation tools better and faster, I could help get the software creators and users to talk to the folks who designed the hardware - machines could be built, ground-up, to provide the best possible platform for all that animation and multi-track recording software I loved.

It's taken awhile - but it's here. It's multi-core technology and more (or...should I say, Moore?)

At last, with multiple processing cores and 64 bit technology on our side - we can create in a way we've never been able to create before - closer to real-time than ever. Almost, dare I say? Easily...

Okay...digital content creation still ain't easy. But man...we're making strides. Multi-Core rocks!

- Pitz
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