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The mad dash to build the future of multimedia

By Lisa Johnson

6 days ago

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The mad dash to build the future of multimedia

A small team at Apple in 1989-1991 developed QuickTime, a groundbreaking software for multimedia playback without specialized hardware, announced amid internal doubts and delivered under tight deadlines. Drawing from prototypes like Road Pizza and collaborative developer input, it transformed Macs into creative tools and influenced modern digital media standards.

In the late 1980s, as personal computers began to evolve from text-based machines into potential creative powerhouses, a small team at Apple Computer Inc. embarked on a secretive project that would revolutionize how users interacted with multimedia. It was 1989, and playing a video, listening to a song, or displaying photos on a desktop required expensive add-on hardware from third-party vendors, with no universal standards for compatibility or sharing. Amid internal skepticism, a dozen innovators in Apple's Advanced Technology Group (ATG) pushed forward, laying the groundwork for QuickTime, the software that would democratize digital media on the Macintosh.

The origins traced back to a prototype called QuickScan, developed by principal scientist Steve Perlman. This black-box device enabled the first video playback on a Mac, demonstrating horses galloping across the screen in a demo that left onlookers stunned. However, QuickScan relied on a costly separate chip for video compression and decompression, making it impractical for widespread use. "Apple did not allow disruptive products," Perlman recalled, noting that the project was ultimately canceled.

Undeterred, Perlman teamed up with senior scientist Eric Hoffert to explore a purely software-based alternative, challenging the industry assumption that multimedia demanded specialized hardware. "Almost everyone at Apple, and definitely everywhere else, assumed that multimedia would always require specialized hardware—and be expensive. A few of us thought otherwise," Perlman said. Their efforts converged with research scientist Gavin Miller from Apple's Graphics Group, who focused on software codecs for compression and decompression.

During a lunchtime walk, Miller and Hoffert refined their approach. "We went for a lunchtime walk, and by the end of it, we had generalized the model to include constant color blocks and 2-bit per-pixel interpolating blocks," Miller explained. "This allowed us to trade off quantization artifacts in large flat areas for more detail in textured areas. The result was an increase in quality and performance that helped to make the codec practical for really small video sizes." Hoffert added that they "experimented with many of the color block factors within the compression algorithm to optimize it, and we went after a solution very aggressively."

The team, including intern Lee Mighdoll and senior programmer Dean Blackketter, simulated real-time video playback without hardware. Mighdoll's codename for the compression method, "Road Pizza," drew from the idea of flattening images like roadkill, though he later regretted the "kinda gross" moniker. "I chose the name Road Pizza for the method as a sort of joke about compressing, lossy compression," Mighdoll admitted. Despite the name, this breakthrough miniaturized QuickScan into software, enabling every Mac—and potentially every PC—to handle video playback natively.

"Road Pizza’s ability to decompress and play back video windows entirely in software changed everything," Perlman stated. "Every Mac (and perhaps someday every PC) inherently could have video playback capability, and thus, there was a great incentive for creators to invest in making compressed video content. Road Pizza opened up the floodgates of creative thinking and execution." Engineer Mark Krueger advanced the codec further, compressing the iconic 1984 Ridley Scott commercial for Apple's Macintosh into a playable clip on the desktop, impressing lead developer Bruce Leak.

As these innovations coalesced under the informal "Warhol" project, product marketer Tyler Peppel grew frustrated with Apple's hesitation. Fearing Microsoft would dominate with Windows 3.0, set for release on May 22, 1990, Peppel pitched a multimedia product to Don Casey, Apple's head of Networking and Communications. Casey, acting swiftly, tasked Peppel with a product plan for announcement at Apple's Worldwide Developers Conference on May 7, 1990.

On stage that day, Casey unveiled QuickTime to a surprised audience. "Apple intends to develop real-time software compression/decompression technology that will run on today’s modular Macintosh systems," he declared. "A system-wide time coding to allow synchronization of sound, animation, and other time-critical processes." Casey promised delivery by year's end, though the project lacked budget, staff, or dedicated offices. Attendees, including audio engineer John Worthington, were "dumbfounded," while QuickDraw engineer Konstantin Othmer turned to Leak and asked, "What the heck was that?" Leak replied he had no idea.

With Perlman departing Apple, Leak and Worthington took charge of daily development, building on prior ATG work. "QuickTime would be built on top of hours and hours of thinking, debate, collaboration, and testing from previous work, but now there was a deadline," Worthington said. "Suddenly, we were off to the races." Senior manager Tom Ryan recalled uncertainty about QuickTime's scope, with long walks among Leak, Worthington, and Jim Batson debating features like home video control.

Audio proved pivotal, drawing from ATG engineers Steve Milne and Mark Lentzcner's AIFF format, which standardized media storage across systems without hardware lock-in. "This was the key to QuickTime," said senior engineer Toby Farrand. "Audio drove the development of QuickTime more than anything." Product manager Andrew Soderberg emphasized QuickTime's broader vision: handling any time-based data, not just video and audio. "In QuickTime, you can have multiple ‘tracks,’ and everyone now imagines ‘tracks’ as meaning video or audio tracks, but that wasn’t necessarily the use case behind the development," Soderberg noted. "It didn’t matter ‘what’ was on the track... it reacted as programmed at a point in time." He likened video codecs to word processing fonts, selectable for specific needs.

The team prioritized standard software codecs and a user-friendly QuickTime Media Player as a benchmark for developers. Hoffert, alongside Jim Batson and Mike Mills, prototyped the player, with Hoffert mesmerized by a clip from The Wizard of Oz. "The first time I saw it play a short clip from the movie The Wizard of Oz, I thought, ‘This is going to change the world. No question,’" he said. The Human Interface Group advanced digital video workflows, adapting to limitations like expensive hard drives and absent internet by focusing on CD-ROM distribution.

"The theory, at the time we started, 1990, was that people would get content in the mail, on a disc!" Leak remarked. Lead designer Mike Mills developed prototypes for scanning, editing, and logging movies integrable with PowerPoint or email. Programmer Chris Thorman ensured ease of use akin to text manipulation in PageMaker, hiding advanced features behind option-clicks that endured for a decade. Essential controls like frame-by-frame stepping, scrubbing audio, and variable-speed playback became standard, though challenging given the era's tech constraints.

Product managers Doug Camplejohn, Soderberg, and Duncan Kennedy fostered developer collaboration through "Developer Kitchens," diverging from Microsoft's top-down API approach. "We just invited people to Developer Kitchens and said, ‘We don’t know everything, here’s where we are at,’" Kennedy explained. Programmer Sean Callahan described intense late-night sessions: "It often came down to the five of us, still there at 3AM, working like crazy." Developers responded with innovative content like claymation and training videos, exceeding team expectations. "It was like, wow," Ryan said.

As momentum built, Leak secured loaned specialists, including Gary Davidian for a microsecond-precise timer essential for syncing media. Contract programmer George Cossey praised the "small and tight group of what I call A+ people, both very smart and very hard workers." To address storage limits, programmer Peter Hoddie implemented reference-based editing, allowing video copying between apps without duplicating files—a novel Mac integration method. "You had to be able to capture video, then copy it from one app and paste it into another," Hoddie noted. "There wasn’t enough memory to literally copy video, so editing had to be done by reference."

Despite the shoestring operation and tight timeline, QuickTime dazzled at the 1991 Worldwide Developers Conference. Leak demonstrated the 1984 commercial playing full-scale on a standard Mac, eliciting goosebumps from the 3,000 attendees. Ryan, handing out starter kits at the door, reflected on the late nights paying off. Soderberg hailed the team as "the most important engineers in Apple’s history until the advent of the iPhone," echoing senior engineer Casey King's sentiment: "QuickTime: nothing like it before, everything like it since."

QuickTime's launch in April 1991 marked the dawn of accessible digital media, enabling seamless integration of video, audio, and time-based elements without hardware hurdles. It influenced everything from modern streaming to iOS notifications, proving software could unlock creativity on everyday computers. As Apple navigated the post-Steve Jobs era, this collaborative frenzy exemplified the company's potential to reshape industries, setting a precedent for multimedia standards that persist today.

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