Hi, I'm Kheera.

From Florida’s heat to the virtual lab, I’m a simulation engineer exploring the systems shaping our future.

I design interactive simulations, with a growing focus on machine learning and smart city development, exploring how humans and AI can learn, adapt and build together.

✉️ Say Hi!

// About Me

I am a Simulation Engineering student at University, with a focus on immersive tech and real-time systems.

Here are some technologies I have been working with:

Unreal Engine                  VR/AR
SolidWorks                      Unity
Blueprint Scripting           Git
Digital Fabrication            Python
Microcontrollers               C++

Beyond the lab, I prioritize quality time with loved ones & runs to ground myself & recharge my focus.

// projects

AI-POWERED FLIGHT SIMULATOR
Current Project...
May 2025 - Present

Training an AI pilot to fly in a simulated environment using reinforcement learning. Built in Unreal Engine with Learning Agents, the system learns to steer, throttle, and stay on course through trial and error. Improving over time with reward-based feedback.
Tools: Unreal Engine 5.5, Learning Agents, Python

✈️ Currently refining agent behavior for smoother, more human-like flight.


SMART HAND SENSORY PANEL
April 7 2025 - May 4 2025

Created a calming, interactive panel where kids place their hand and watch the colors shift blue for cool, red for warm simulating temperature and heartbeat rhythm. Designed to help neurodiverse children feel soothed, focused, and engaged through gentle sensory feedback.
Tools: SolidWorks, Arduino, Eagle, Fabrication


ASSEMBLER
February 3 2025 - March 2 2025

Developed a hands-on interaction system in Unreal Engine 5.4 for VR/AR scenes, featuring three ways to select objects (direct touch, ray pointing, and eye-hand coordination).
Added interactive tools like buttons, sliders, dials, and a grab system, all built from a shared base framework. Included a two-handed movement tool (World Grabber) to explore the scene naturally.
Tools: Unreal Engine, C++, XR Toolkit


SPACE TIME
November 11 2024 - November 24 2024

A Unity-based space exploration game where players collect stars and learn astronomy facts. Features gamepad support and real-time motion synced with a 6-DOF Stewart Platform.
Tools: Unity, C++, Blender


SPACE TIME
November 11 2024 - November 24 2024

A Unity-based space exploration game where players collect stars and learn astronomy facts. Features gamepad support and real-time motion synced with a 6-DOF Stewart Platform.
Tools: Unity, C++, Blender


6-DOF STEWART PLATFORM
September 2 2024 - October 27 2024

A motion platform enabling six-axis movement surge, sway, heave, pitch, roll, and yaw. Driven by servo motors. Programmed to simulate real-world motion based on SolidWorks data using Lerp based timing for smooth transitions.
Tools: SolidWorks, Arduino, Fabrication


// experience

FORTUNA
April 2025
A VR/AR interactive experience built in Unreal Engine 5 for Meta Quest 3, transforming a standard campus tour into an immersive, guided adventure. Users walk through school hallways and trigger room-based portals that reveal custom 3D learning scenes. A friendly animated virtual guide follows the player, offering directional help and audio narration. The system uses Blueprint scripting, level sequences, and component-based logic.

Tools: Unreal Engine 5, Meta Quest 3, Blueprints, AR/VR
GENEVA DRIVE
September 2024
Replicated a physical Geneva Drive using SolidWorks by taking precise measurements with calipers and modeling each part parametrically. The mechanical assembly was designed to accurately simulate the drive’s rotational stepping behavior. A motion study was created to animate the system, showcasing its function through two 32-second renders—one top down and one with dynamic camera angles. The project demonstrated precision modeling, mechanical design, and keyed animation using SolidWorks.

Tools: SolidWorks, Calipers, SolidWorks Motion Study, SolidWorks Camera
AI RESILIENCE CONCEPT
April 25 2025 - April 27 2025
This project was part of the XFoundry Horizons Hackathon, where our team placed 3rd in Round 1 by proposing an AI-powered storm detection and response system for off-grid environments. We focused on concept development, outlining how simulation could support emergency planning through predictive modeling. I contributed to the technical planning, user scenarios, research, and team pitch materials. Key tools included Google Workspace, video editing tools, and collaborative platforms.

GEO CACHE
August 2024 - September 2024
This project recreated a real-world geocaching experience using Arduino and Adafruit Feather components. I built a handheld navigation device that parses live GPS data, displays direction and distance to preset waypoints on an OLED screen, and logs coordinates to an SD card in real time. The system used button-based target selection and calculated bearing and distance using trigonometric math.

Tools: Arduino C, Adafruit GPS, FeatherWing OLED, Arduino SD Library
THE GRITTY
June 2024 - July 2024
A dungeon crawler RPG developed in Unity using C#, featuring class-based combat with Mage, Warrior, and Archer roles. Players navigate trap-filled levels and battle enemies like spider bosses and black knights. Key tools and technologies include Unity’s Character Controller, NavMesh AIAnimator Controller, ScriptableObjects, and ShaderLab for visual effects. The game was built collaboratively with version control managed through GitHub.

Tools: Unity, C#, Git
DATA VISUALIZATION
January 2025
One project analyzed how socioeconomic status impacts obesity using Python, Pandas, and Seaborn. It found strong correlations between higher obesity rates and lower income, education levels, and regional disparities, with clear visual trends by age and gender.

The second project compared employment and salary outcomes by college major, showing that engineering consistently led in earnings despite not having the highest employment rate. Both projects focused on data cleaning, analysis, and clear visual storytelling.

Tools: Python
COMPUTER NETWORKS
September 2024
A C++ command-line chat server that supports up to four users communicating in real time through commands like @register, @send, and @getlist. It uses a client-server architecture built with socket programming, handling user sessions, messaging, and log tracking. Key features include command parsing, file I/O, and concurrent connection handling using select().

Tools: C++, Git, Wireshark
APPLIED HUMAN COMPUTER INTERACTION
May 2024
This project focused on creating an inclusive digital experience for neurodivergent users using principles from Human-Computer Interaction (HCI) and UX design. It involved developing user personas, a comprehensive style guide, and detailed experience maps to support accessibility and emotional clarity. The interface was prototyped in Figma, showcasing step-by-step interactions and interface behaviors.

Tools: Figma, UX
GAME OF LIFE
November 2023 - December 2023
A C++ simulation of Conway’s Game of Life, a cellular automaton where cells evolve based on simple survival, death, and birth rules. It uses a 2D array to represent cell states and applies logic to compute each new generation through neighbor counting. The simulation includes optional edge-wrapping and randomized universe initialization for varied starting conditions.

Tools: C++
CALC-LOGIC
May 2024 - June 2024
A desktop calculator application built with C++ and wxWidgets, focusing on UI design and event-driven programming. It features a full numeric and operator interface, built using a structured event table system to handle user input without using bind. The app parses and evaluates both binary and unary operations, with built-in exception handling to manage invalid expressions.

Tools: wxWidgets, C++, Git
DTDRAGONS
February 2025 - March 2025
A VR tactical training experience built in Unreal Engine 5 for the Meta Quest 3, simulating fast-paced decision-making in mission-critical situations. Players engage in a multi-wave combat scenario using audio cues, interactive XR tools, and object manipulation via hand tracking.The system uses to control flow, feedback, and immersive events.Enemies awn in waves and a final boss appears when all conditionsre met.

Tools: Unreal Engine, C++, XR Toolkit