Darko Velychko
Lead Performance Engineer
Specialises in GPU bottleneck analysis and draw call reduction across Unity and Unreal builds.
Uqelmars focuses on one thing: making AR and VR applications run well. We have been doing this since 2016 and our work stays technical, specific, and honest about what is achievable.
About the team
Three specialists, one focus area.
We diagnose frame rate drops, memory spikes, and GPU bottlenecks inside AR and VR builds. Our process starts with profiling data — Unity Profiler, RenderDoc, Oculus OVR Metrics — and moves into targeted fixes rather than broad rewrites.
Each project gets a named engineer, not a rotating support queue. That person stays on the work from first review through final verification.
Remote delivery · Regional context · Direct communication
Lead Performance Engineer
Specialises in GPU bottleneck analysis and draw call reduction across Unity and Unreal builds.
Memory & Runtime Optimisation
Tracks allocation patterns, GC pressure, and asset streaming behaviour in mobile XR deployments.
Shader & Rendering Pipeline
Writes and audits custom shaders, handles LOD systems, and resolves overdraw in complex scenes.
Tooling stack
Unity Profiler, RenderDoc, Snapdragon Profiler, Xcode Instruments, OVR Metrics Tool, and custom build scripts for automated frame budget checks.