

About
PEToSET
A grid-based strategy game inspired by Auto Chess and Faster Than Light. The project began as a solo experiment driven by my interest in auto-battlers, and has since grown in to a small team effort. Over time, the design has evolved toward an FTL-style tactical experience.
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Key Responsibilities
- Programming
- Project Lead
- 3D Character Art
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I developed a modular grid system capable of handling multiple dynamic sub-grids, to simulate ship movement and enabling tactical naval battles. The system supports player and AI-controlled units navigating through a constantly changing grid.
As lead programmer, I focused on maintaining a clean, scalable, and compartmentalized codebase. I implemented A* pathfinding for both RTS-style player commands and AI-controlled enemies. Adapting the pathfinding to function within the constantly shifting grid structure was a rewarding challenge.
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In addition to programming, I contributed significantly to the visual side of the project, creating 3D character models and environmental assets.


