Landrey Kiker

About Me

I’m a Computer Science graduate interested in building interactive software applications that provide real-time feedback and meaningful user experiences. I’ve worked on projects ranging from VR visualization and WebGL simulations to application-focused tools, and I enjoy combining technical problem-solving with thoughtful design.

Skills

Languages

  • C++
  • C#
  • JavaScript
  • Python

Tools

  • Unity
  • Blender
  • GitHub
  • Visual Studio
  • Google Antigravity

Focus Areas

  • Real-Time Rendering
  • Interactive Applications
  • VR/AR Interaction
  • Graphics Math

Tech Stack

Unity C++ C# Python WebGL Blender Visual Studio

Projects

MolecularLensAR preview

MolecularLensAR (VR/AR)

Unity VR/AR app for visualizing molecular structures interactively with chain and residue selection.

MolecularLensAR

MolecularLensAR is a Unity-based VR/AR visualization tool for exploring proteins and biomolecules. Features include chain selection, residue highlighting, interactive quiz, and an immersive tutorial.

GitHub Repo →

2D Ripple Simulation preview

WebGL Ripple Simulation

Simulates wave propagation across a 2D surface using a heightmap-based physics model.

WebGL Ripple Simulation

2D Ripple simulation demo 3D Ripple Simulation preview

Real-time 2D wave simulation that implements a discrete wave equation. When the user clicks or taps the canvas, a circular disturbance (“ripple”) forms and spreads outward, interacting with other waves in real time.

GitHub Repo →
Unity URP Shader Showcase preview

Unity URP Shader Showcase

Stylized shaders (Toon, Hologram, Dissolve, Water) rendered on a custom robot model using Unity URP.

Unity URP Shader Showcase

Toon Shader Demo Water Shader Demo

This Unity URP showcase highlights multiple stylized shaders designed for real-time rendering — demonstrating surface, transparency, and dissolve effects using Shader Graph.

GitHub Repo →

Fitness App preview

Progression Lab – Fitness Tracker (In Progress)

Full-stack fitness tracking app built with Node.js, Express, PostgreSQL, and React Native. Tracks bodyweight, workouts, and trends with a mobile-first interface.

A full-stack fitness tracking application currently in development. The backend is built with Node.js, Express, and PostgreSQL, while the mobile frontend uses React Native with Expo. The app focuses on tracking bodyweight trends, workout progression, and providing simple analytics to help users monitor long-term fitness progress.

GitHub Repo →

Development Log

Making a Ripple Simulation with WebGL

In Progress • JavaScript • WebGL

I actually started this project to learn WebGL for my graphics programming class and thought it would be fun to make a ripple simulation. I always found waves to be visually appealing and I thought it would be a good challenge. I did a little research to get an idea of how to simulate waves and I found the discrete wave equation I used. I also learned how others had accomplished similar tasks with heightmaps. My plan was simple at first, create a grid of vertices where the 3rd dimension is the height of the wave. I then planned to use a heightmap to simulate the wave propagation. Getting the height and applying it to the equation was a bit challenging. I had to simplify the equation as much as I could so I could actually work with it. Essentially the math boiled down to looking at how much each point differs from its 4 neighbors. That value determined whether the waves (height) would be pulled up or down. This was the laplacion operator. Then my wave speed variable is actually wave speed squared but I found that it was too sensitive. I then multiplied that by a damping value to control how quickly the waves lost energy. This project was also a great opportunity to learn how to use Three.js. My original project idea was only meant to be 2D, but it didn't take as long as I expected so I decided to add a 3D view. Surprising to me, Three.js abstractions helped me understand webGL better too. The final result of this project is both a 2D and 3D simulation of waves. This project taught me a lot about buffers, drawing frame by frame, and how GPU shaders work. This project was great for learning the fundamentals of webGL and Three.js.

View Source →

How I Fixed Lighting in Unity URP Toon Shaders

September 2025 • Unity • Shader Graph

My specular highlight appeared on the shadowed side because I didn’t mask dot(N,L). Multiplying the specular mask by the toon-lighting band fixed it, keeping highlights only on the lit side.