I worked at SGI on the next generation (code named Bali) in 1998 (whole year as an intern) and 1999 (part time while finishing my degree, flying back and forth from Australia). Bali was revolutionary. The goal was realtime Renderman and it really would. I had an absolute blast. I ended up designing the highspeed data paths (shader operations) for world's first floating point frame buffer (FP16 though we called it S10E5) with the logic on embedded DRAM for maximum floating point throughput. It was light years ahead of its time. But the plug got pulled just as we were taping out. Most of the team ended up at Nvidia or ArtX/ATI. The GPU industry was a small world of engineers back then. We'd have house parties with GPU engineers across all the company names you'd expect, and with beer flowing sometimes maybe a few secrets could eh spill. We had an immersive room to give visual demos and Stephen Hawking came in once pitching for a discount.
For team building, we launched potato canons into NASA Moffet field, blew up or melted Sun machines for fun with thermite and explosives. Lots of amazing people and fond memories for a kid getting started.