GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

How Sound Tells the Story of 'Night in the Woods'


Em Halberstadt (Sound Designer, A Shell in the Pit)

Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!

Topic: Audio, Design

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

The story of 'Night in the Woods' is based on the environment, and the sound works in conjunction with each scene to make you feel as though you are there. It mimics the liveliness of real life, where everything has its own story. Em will be exploring the atmospheric audio she created, including the ways in which it changes over time, and brings life to that which cannot be seen. Examples from the game and implementation strategies will be shown and discussed. This will be a talk about how sound can actively contribute to the game world and story.


The goal of this session is to inspire everyone who makes games to use sound to its full potential in telling stories. Sound designers will think further about how they can draw influence from the environment and expand upon it. Writers and creators will be given ideas on how to include audio in their initial plans, enhancing the narrative to be more than a visual experience.

Intended Audience

This talk is for game developers and sound designers of all skill levels as well as anyone who is looking to create a cohesive story.