STANDOFF 2
Studio: AXLEBOLT LTD
Project: Standoff 2 (mobile shooter)
Scale: 100 млн+ downloads on Google Play
Objective: Creating a complete audio picture and music for mobile
ABOUT THE PROJECT
Standoff 2 is a tactical shooter in which the quality of sound design directly shapes the gameplay experience. In such games, audio not only builds atmosphere but also conveys critical information about what is happening around the player.
MODERNIZATION OF THE AUDIO SYSTEM
When the Axlebolt director first reached out, the request sounded simple: refresh the existing sounds to achieve a more modern palette. However, after a detailed analysis it became clear the issue went far beyond a superficial update of audio files.
The game’s initial audio system was built on Unity’s native capabilities, which significantly limited the creation of interactive and dynamic sound. Instead of replacing isolated sounds, we proposed a comprehensive modernization of the project’s entire audio architecture.
The core decision was to migrate to FMOD Studio — a dedicated audio engine that unlocks new possibilities for interactive music and dynamic sound design. This required not only a technical migration, but also a full revision of our audio‑content production approach.
The optimization process included rigorous performance testing across a wide range of mobile devices — from entry‑level phones to flagships — tuning quality parameters to ensure stable operation everywhere with no loss to user experience.
The results were substantial. The new system reduced audio footprint by 40% while improving perceived quality. System responsiveness to in‑game events increased, and — most importantly — the foundation for further growth and complexity in sound design was laid. A before/after comparison video is available: https://www.youtube.com/watch?v=4G_0buIH2LI
SOUND DESIGN OF WEAPONS
Designing weapon sounds required balancing player expectations with technical authenticity. We understood that mobile shooter audiences already have a formed perception of how weapons should sound, often influenced by popular PC titles — for example, the AK sound in Counter‑Strike: Global Offensive has become a reference point for many players.
Our task was to deliver sounds that match these expectations while remaining credible and modern. We studied real‑world weapon characteristics and recorded authentic samples, then adapted them to gameplay needs — preserving recognizability while adding technical accuracy and contemporary fidelity.
We paid special attention to NPC enemies. It was critical to ensure correct behavior of sounds over distance so players can locate opponents by ear. We tuned attenuation and filtering so the player can clearly hear an enemy approaching and distinguish whether gunfire is nearby or far away. This information becomes a tactical advantage and an integral part of gameplay.
Video: https://youtu.be/s-q_ISUG1ag
TECHNICAL SOLUTIONS
Working on the mobile platform required a special focus on optimization. We used adaptive codecs and multilayer compression to achieve the optimal balance between audio quality and file size. The system automatically selects the best parameters for devices with different performance levels.
Minimizing CPU load was essential. We developed efficient memory management that loads sounds on demand and releases resources after use. This ensured stable operation even on low‑end devices without losing functionality.
Spatial audio became one of the key advantages of the new system. We implemented precise 3D positioning with realistic wall reflections and occlusion. Players can now locate enemies and events purely by sound.
The audio system also conveys important tactical cues. Footstep surfaces are distinguishable, distance is communicated through sound characteristics, and danger alerts are integrated seamlessly into the overall soundscape.
RESULTS AND PRACTICAL TAKEAWAYS
The modernization of Standoff 2’s audio system produced measurable results: players noted increased realism, the games press praised the quality of the audio, and retention improved after the updates were released. Technically, we achieved stable operation on devices of different performance classes with no critical issues. The project also surfaced portable methodologies: introducing variation via randomization, parameter‑driven control of interactive music, and cost‑effective recording techniques using accessible materials. Our experience shows that even with limited resources it is possible to build professional audio that significantly elevates gameplay quality and contributes to commercial success.