Computer Science Grad Bill Ballew Follows His Passion as DreamWorks Animation CTO

When Cal State Long Beach computer science graduate Bill Ballew went to work for a startup, he saw an opportunity to connect two of his passions鈥攃omputers and animation. Twenty-five years later, that startup, DreamWorks Animation, is now owned by NBCU/Comcast, the second-largest broadcasting and cable television company in the world. And after rising in the ranks from software engineer to executive, Ballew was recently named CTO.
In his previous role as Vice President of Research and Development, Ballew (鈥91) oversaw a team of about 100 software engineers with expertise in microservices, rendering, full-stack web development, configuration management, and FX simulations.
鈥淭he group that I was in charge of is responsible for the vast majority of software used in the studio鈥攍arge-scale proprietary tools built from the ground up, extensions to third-party tools to enhance artist workflows, and infrastructure that our production pipeline is built on top of,鈥 Ballew said.
In his new position, he鈥檚 moved up a level, and is responsible for the company鈥檚 vision and long-term technology strategy. That entails overseeing all of DreamWorks engineering and operations divisions, including production software, digital operations, network and storage infrastructure, info security, and strategic partnerships.
DreamWorks Animation typically has 3-5 films in production at any given time, each taking 3-4 years to produce. And while its creative franchises are well-known鈥搃ncluding Shrek, Trolls, Kung Fu Panda, and How to Train Your Dragon鈥攏ot everyone is familiar with the technology required to produce those films.
The operation鈥檚 digital requirements are impressive: 800 physical servers, 200 database clusters spanning 15 types of databases, a 52,000-core render farm that expands to 75,000 cores at night, and 13 petabytes of storage. Just one film requires about 120 million core hours to generate the final rendered images. With that level of compute, the infrastructure needs to scale and can support 400,000 NFS operations per second.
The scale is on par with the defense or oil and gas industries, but due to the nature of its work, DreamWorks has more freedom to innovate.
鈥淲e鈥檙e a little more willing to take on risk. The ramifications of trying something new aren鈥檛 as great as they are with some of those other industries,鈥 Ballew said. 鈥淚n our case, we can push boundaries and experiment, and the worst that may happen is we don鈥檛 get a good render of Shrek. But the best that can happen is that we embrace innovations that significantly accelerate creative and business outcomes.鈥
DreamWorks鈥 culture of innovation is attractive to its strategic partners鈥攃urrently DXC, Lenovo, Microsoft, and NetApp. 鈥淲e partner with cutting-edge technology companies to accelerate our engineering initiatives needed for our business ambitions,鈥 Ballew said.
Collaborations with strategic partners and other vendors cultivate knowledge sharing, as does the annual tradeshow SIGGRAPH, where research is shared on difficult challenges facing the industry. Ballew said one area of continued research is hair, fur, and fuzz, which represented unique challenges in creating the characters and environments in the Trolls franchise.
Ballew said the future of DreamWorks data and services is in fully leveraging a true hybrid- cloud. The company is rolling out a new cloud-native pipeline that will work in concert with on-premises infrastructure 鈥攅ssentially managing the complex assembly line of data as it passes from one artist workflow to the next. With a half-billion files for each film, making sure artists have the correct version of each file is critical.
Like many companies, DreamWorks is focused on improving the diversity, equity, and inclusion of its workforce. 鈥淭he technology and software industry is behind when it comes to diversity,鈥 Ballew said. 鈥淎cross the board, it鈥檚 challenging, but we have a significant effort internally to improve that.鈥
He said efforts are underway to retain diverse hires, recruit from schools with diverse student bodies, and spread the word about entertainment technology. 鈥淭he animation and VFX industry is all about the confluence of art and technology. The technology teams work hand in hand with the creative teams to accomplish what we see on the screen.鈥
A longtime fan of animation, Ballew joined DreamWorks when computer animation was in its infancy. He鈥檇 worked after graduation at The Aerospace Corp. and Trident Data Systems, but was increasingly captivated by the computers being used for animation in Disney films such as The Little Mermaid (1989) and Beauty and the Beast (1991).

鈥淵ou started to see ink and paint being done digitally and even some of the first characters being computer generated,鈥 Ballew said, recalling the dancing forks and spoons in Beauty and the Beast.
On a whim, he submitted a resume to DreamWorks, which was being backed by director Steven Spielberg (鈥01), former Disney executive Jeffrey Katzenberg, and music executive David Geffen. He was hired as a software engineer.
Ballew鈥檚 earliest computer experience was in the 1980s with a high school Apple II lab and an Atari 2600 game system with a programmable BASIC cartridge. 鈥淚 got in early. I was a member of the computer club, and decided that鈥檚 what I wanted to do.鈥
His parents supported his decision, although Ballew said they wondered, 鈥淲hat kind of career is that going to be?鈥
At 六九色堂, his classes started off in FORTRAN and Pascal and soon moved to C/C++. Faculty who provided mentorship included Sheila Foster, who taught an operating systems class in C with Unix; former COE Dean Mike Mahoney, who taught computer graphics; and current CECS Professor Shui Lam, who taught algorithms. He was a member of honor societies, and part of the first set of Alumni Scholars (later becoming the President鈥檚 Scholars).
Ballew urges current students to discover their passion. 鈥淒etermine what you really enjoy and follow it. The path may not always be direct. It may be a circuitous route. But that鈥檚 the only way you鈥檙e going to be happy in your career.鈥
Many companies, including DreamWorks, offer internships. The DreamWorks internship program, Ballew said, 鈥渄efinitely provides a real-world experience that is not about getting coffee or running errands. You鈥檙e in the code. You鈥檙e working with our teams. You鈥檙e going to produce something that will make a difference for our artists.鈥
At DreamWorks, interns also have a chance to work with people with different sensibilities. 鈥淥ur artists often look at problems from a different perspective than we do as engineers. Learning how to collaborate and bridge that gap is crucial in allowing us to create better software solutions.鈥
Ballew also suggests contributing to open source communities in hard-to-break-into industries like animation and visual effects. In the entertainment industry, the Academy Software Foundation (ASWF) is one example.
鈥淭here are many opportunities to contribute to open source projects. Starting with writing unit tests or documentation can be a great way to learn. It looks amazing on a resume. If you鈥檝e been collaborating on an open source project that we rely on in the studio, that鈥檚 a huge foot in the door,鈥 he said. 鈥淏e persistent and don鈥檛 give up. If there鈥檚 not an open door right now, come back to it and see if someone has unlocked it.鈥