Al Mooney: A Note on Premiere Pro

Al's Blog @Adobe.com by Al Mooney

It feels like a good time to start blogging.

I’m Al. I’m the guy who gets to – along with an amazing group of very talented colleagues and friends – build Premiere Pro. For some obvious and some less obvious reasons, our beloved product has been receiving a lot of attention over recent days. So it feels like a good time to express a few thoughts.

Over the last few years, we’ve been working really hard on our NLE. Way back in April 2010 we shipped our CS5 version, a natively 64-bit cross-platform application built on the Mercury Playback Engine. It was designed to make the absolute best out of modern computational resources, CPU and GPU optimized to its very core. It was a big and bold move in a crowded NLE market, but we felt we had the right foundations in place to start turning a few heads. And turn a few heads we did.

Last month, we shipped a major update to CS5 in CS5.5. I always talk about CS5.5 as building finesse on the solid foundations of CS5, and that was our aim. We had the engine and the chassis of a race-winning car, and now we needed to make it easier to drive. We did. We focused efforts on smoothing the path for people moving over from other NLEs, or those just trying out a new one. And more heads turned.

Then, last week, Apple shipped Final Cut Pro X. I’m not here to comment on Apple’s intentions or strategy, and I won’t. But I can say this: I’ve read and heard that many editors felt alienated with the release. And I didn’t have to look far to hear the disgruntlement. It’s all over the web. It ate my Twitter feed for two days. It was on Conan. It was actually on Conan. read more...

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