WORK / W-03

TrainStation 3
15 → 60 fps

Moving from 3D art into tech art on a live mobile title - profiling, draw-call and shader work that raised performance while keeping the visual target.

ROLE
Senior Tech Artist
STUDIO
Pixel Federation · live ops
3M+ Downloads
ENGINE
Unity - C# · HLSL
PLATFORM
Android · iOS
TIMELINE
Jan 2025 · present
TrainStation 3: Journey of Steel — preloader key art, a freight locomotive crossing desert plains
FIG.01 — MARKETING VISUAL

TrainStation 3 is a live mobile title from Pixel Federation. I spent year on the project as a 3D artist, creating art in pre-production phase. In January 2025 I moved from 3D art into tech art with a clear mandate: fix and stabilize the technical parts of the project during a global lunch phase and later while maintaining live ops schedules.

On lowest target devices, scenes ran around 15 fps at Medium settings. The game had to reach 60 without losing the visual target - while the live game kept shipping content. I managet to get those device to 60 FPS at High settings.

BEFORE
15 FPS
AFTER
60 FPS
FRAME RATE ON TARGET DEVICES, SAME VISUAL TARGET
A/01
Project hygiene

Clean the project from old visuals, test stuff and all deprecated stuff we didn't need anymore.

A/02
Profiling

Profiling on target devices to find the real bottlenecks before touching content.

A/03
Draw calls & shaders

Draw-call reduction and shader work that raised performance while keeping the visual target.

A/04
Editor tooling

Editor tooling in Unity and DCC that speed up the art team's daily workflow.

A/05
Budgets & standards

Asset budgets and pipeline standards defined between art and engineering, so new content lands within frame budget.

A/06
Mentoring

Mentoring artists on art workflows - assets optimization, engine best practices and asset preparation - through pair sessions and art reviews.

TrainStation 3 — freight yard with tank wagons, loading cranes and city buildings
FIG.02 — FREIGHT YARD, HIGH SCENE DENSITY
TrainStation 3 — roundhouse and turntable with radiating tracks
FIG.03 — ROUNDHOUSE AND TURNTABLE

Scenes went from 15 to 60 fps on target devices without losing the look. With conversion from Shader Graph to HLSL we were able to make it even better looking. Technical side of the project stabilized - with budgets and standards keeping new content inside the frame budget.

The process became a talk: "From 15 to 60 fps: Optimizing for mobile" at the ARTwork meetup in Bratislava - a practical process for optimizing game scenes for mobile devices without visual compromise.

ALSO AT PIXEL FEDERATION
Seaport

Led the art side of sunsetting — automating the pipeline so art takes almost zero time.

Sweet Farm

A mix of 3D art and tech-art work on a live title.