Clifford Roche is a Project Tech Lead based in Montreal with 14 years of experience building AAA gameplay, animation systems, and content pipelines for major franchises including Assassin’s Creed and Rainbow Six. He blends low-level C++ and systems work with tooling and automation in C#, Python and WPF, and has led teams driving cross-production initiatives like USD data-sharing and mobile engine proofs-of-concept. A hands-on leader who moved from animation programmer to programming project lead at Ubisoft and now to People Can Fly, he mentors in inner-source practices and champions iterative, pragmatic engineering. Clifford is also an active open-source contributor, notably improving cryptocurrency trading bot integrations and enhancing hardware-facing firmware support for Klipper’s Palette 2 MMU, showing a curiosity that spans backend, IoT and embedded systems.
14 years of coding experience
14 years of employment as a software developer
Computer Science, Computer Science at Saint Mary's University
Computer Engineering Technology, Computer Engineering Technology at DeVry Institute of Technology
A bitcoin trading bot written in node - https://gekko.wizb.it/
Role in this project:
Back-end Developer
Contributions:185 commits, 85 PRs, 373 comments in 6 months
Contributions summary:Clifford primarily contributed to the `exchanges/kraken.js` file, adding and modifying code related to the Kraken exchange integration for the Gekko trading bot. Their commits focused on enhancing the exchange's capabilities by implementing the retrieval of historical trades, and fixing portfolio retrieval issues with prefixless asset pairs. Further improvements include adjustments to fee calculations and handling of exchange-specific errors, enhancing the bot's stability and functionality.
Contributions:12 reviews, 5 commits, 6 PRs in 1 year 9 months
Contributions summary:Clifford primarily contributes to the `palette2` module within the Klipper 3D printer firmware, implementing and refining support for the Palette 2 MMU device. Their work includes adding initial support for P2 devices, incorporating ping variation checks, improving error handling related to UART encoding, and resolving issues with NoneType handling, thereby enhancing the stability and functionality of the Palette 2 integration. The contributions involve direct interaction with the serial communication protocols and hardware interactions specific to the Palette 2 device. These changes suggest a focus on enabling and improving the interfacing with this specific piece of hardware.
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Clifford Roche - Project Tech Lead at People Can Fly Studio