This A16Z podcast episode delves into several big ideas for 2025, focusing on the intersection of hardware and software and the increasing role of virtual simulations in the physical world. The conversation spans skill gaps, the potential of Earth observation data, and the evolving role of gaming technology in enterprise solutions.
The first segment features Aaron Price-Ray discussing a renaissance in technical disciplines that bridge the hardware-software divide. He notes the growing demand for engineers with "full stack" hardware expertise, encompassing electrical, mechanical, and controls engineering, particularly in industries undergoing automation, such as defense, manufacturing, HVAC, water treatment, and oil & gas. After two decades where software dominated, there's a surge in the need for professionals who can integrate AI and software into complex hardware systems. Price-Ray points out that the demand isn't necessarily reflected in degree programs yet, but companies are increasingly seeking talent from institutions like Georgia Tech and Colorado School of Mines, known for strong engineering programs. He emphasizes the creation of new jobs that don't necessarily require a four-year degree, such as technicians servicing robots, robotic teleoperators, and semiconductor manufacturing employees, driven by the Chips Act. Addressing the labor gap, Price-Ray calls for companies to cultivate a culture that inspires individuals to pursue careers in the gritty, challenging world of hardware. He also stresses the need for the U.S. to rebuild its manufacturing capabilities, driven by autonomy, to become less reliant on foreign powers.
The second segment, with Millen, focuses on the burgeoning field of Earth observation. He highlights the recent surge in Earth observation satellites due to decreased launch costs and advancements in satellite technology and communication infrastructure. This has resulted in a massive influx of Earth observation data, creating opportunities for entrepreneurs to build verticalized solutions for various industries. Although a lot of free data exists, other commercial companies provide data as well and the prices range from $1 to $5 per kilometer squared. Millen believes the next step is for entrepreneurs to tailor these solutions to specific industries, providing automation instead of just analytics, and solve problems for the entire Earth at once. He points to existing applications in agriculture (crop monitoring and yield prediction), defense (troop movement and ship monitoring), and energy (solar production forecasting). A significant challenge, however, is the complexity of working with Earth observation data, which currently requires specialized knowledge. Millen suggests a need for middleware that can abstract away the nuances of each constellation. He is particularly excited about the potential for Earth observation to solve challenges in the energy sector.
The final segment with Troy Kerwin, centers on how gaming, essentially virtual simulations, is now being used in the real world. He argues that gaming technology, once primarily for entertainment, is now being adopted for training, robotics, and visualization purposes across various industries. He emphasizes GPUs and multiplayer technology as being birthed through gaming and then expanding into other use cases. Innovation is celebrated in the gaming industry, so it's no surprise that breakthroughs have emerged. Three tailwinds are driving this trend: AI-powered content creation, 3D capture techniques like neural radiance fields, and the increasing prevalence of XR (extended reality) devices. Content creation's content costs are dropping dramatically with these new technologies. The captured version of something as built is integrated into the environment. In the past, you would build a virtual simulation and after it's built, any changes would have to be completed by the outsources agency. Now, that content can constantly be improved. These technologies allow for scaled simulation, to scale the amount of data, but also to add fringe and edge cases that would never be experienced in the real world. Autonomy is deeply rooted with these virtual simulations. As the technology continues to mature, Kerwin envisions more consumer-facing applications. He also touches on the emerging field of human-machine interaction.