JP Mackel

JP Mackel

Software Engineer

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About Me

I am a Software Engineer with experience designing and developing digital content pipelines, infrastructure and artist facing tooling in Python and C++. I enjoy working in spaces that blur the line between art and technology and I am always exploring ways to better bridge the gap.

Latest Projects

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Multiplayer Go Karts

Experimenting with Unreal's replication tools to create a multiplayer driving game. Creating custom C++ components to improve player experience using things like transform interpolation.

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Ray Tracing in One Weekend

This personal project is an ongoing effort to learn raytracing from the ground up. I am mainly following RT One Weekend alongside a number of online articles and resources with the end goal of creating a ray tracer that uses CUDA to optimize.

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Unreal Crypt Raider

Small game I made to re-familiarize with Unreal Engine. Used C++ to create various gameplay components.

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OpenGL Playground

Learning OpenGL from the grround up. I am using a number of online articles and resources with the end goal of creating an animation or game! Track my progress in the README of the repo!

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Target Practice - C++ Game

This personal project was the product of a weekend dedicated to learning a pure C++ game library called SFML. I gave myself a weekend to make this quick game, including writing a little anxiety inducing looped soundtrack.

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Other Projects

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Fuzzed - Analog Modelling Guitar Distortion

Fuzzed is an analogue modelling distortion plugin, using "state of the art" state-space modelling techniques to model the physical circuitry of the famous Jimi Hendrix guitar pedal and implement it as a VST plugin using the C++ JUCE API.

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GoRun - Android Running App

A route and time tracking running app for Android.

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OpenMW - Open Source Morrowind Engine

Contributing to the OpenMW project, worked on improving the weather system using OpenGL/OpenSceneGraph.

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Work Experience

Software Engineer - DNEG (Sep 2019 - Present)

Skills: Python, C++, CMake, Houdini, Qt, Test Driven Development, Linux
  • Develop, extend and maintain an extensive core Houdini platform and pipeline codebase using Python, C++ and numerous other technologies.
  • Design and develop the new USD/Solaris pipeline and tooling. Work closely with global heads of production to develop Houdini tools, pipeline infrastructure and procedural workflows.
  • Championing adoption of testing, code review, docs, training, coding-standards and best practices.
  • Develop, extend and maintain an extensive core Houdini platform and pipeline codebase using Python, C++ and numerous other technologies
  • Design and develop the new USD/Solaris pipeline and tooling. Work closely with global heads of production to develop Houdini tools, pipeline infrastructure and procedural workflows.

Pipeline ATD - DNEG (Dec 2017 - Sep 2019)

Skills: Python, Maya, Houdini, Clarisse, Nuke, Linux
  • Primary technical resource on a number of shows.
  • Worked directly with artists and supervisors developing tools and workflows.
  • Developing primarily in Python creating tools for artists in Maya, Houdini, Clarisse and Nuke as a Junior Pipeline TD, including developing pipeline specific and infrastructure related tools
  • Credits include 2 Oscar winning productions: Dune and Firstman. Alongside others such as Wonder Woman 1984, The Boys, Antman and the Wasp, The King.

Software Engineer - Johnson Controls Ltd (Feb 2017 - Aug 2017)

Skills: Python, Test automation, Windows

Developing framework used for automation of flagship victorWeb security product. Written primarily in Python, designed and code-reviewed development with Senior Engineer. Performed additional CI tasks using Jenkins and managed bugs using JIRA.

Office Administrator - Opes Business Partners Ltd (Jul 2015 - Feb 2017)

Skills: Project Management, Communication, Data Analysis

Management Consultancy firm based in Belfast. Liased with international clients and managed the diaries of consultants. Performed data analysis to find trends in job candidate pre-employment psychometric scores and post-appointment performance.

More about me

From a young age I have been creating audio and visual works, anything from stop-motion, Flash and Maya animations to complete soundtracks for games.

Originally from Ireland, I attended QUB and obtained a Master's Degree with Distinction in Software Development, with a focus in Music Technology and DSP in C++. Throughout my undergrad (BEng Electrical and Electronic Engineering) I also gained experience in DSP theory, Computer Graphics fundamentals, matrix algebra and audio-visual processing.

In 2017 I moved to Vancouver with a goal to work as a programmer in a creative industry, specifically video-games or computer graphics.

For the last 5 years I have worked at the VFX/Animation studio DNEG, initially as a Pipeline ATD and now RND Software Engineer. I have worked on multiple Oscar winning productions and numerous other high profile shows for Marvel, Netflix, HBO and Amazon Studios.

I spend most of my free time playing games, experimenting with the latest technologies and making music.

My GitHub