KillBeat takes a Counter-Strike 2 demo, a round and a player, rebuilds that round's kills as camera shots through the player's own eyes, and cuts them to the drop of a Creative Commons track. The first kill lands on the drop.
How it works
A job names three things: a demo, a round, and whose round it was. From those, KillBeat reads the demo to find when that player got their kills, picks a track whose drop a human has already confirmed, replays the round inside the game engine while filming from the player's viewpoint, and cuts the footage to the beat grid so the kills land on the bar.
Nothing about the edit is typed in. The pacing comes out of the kills and the tempo; the drop comes off the track's approval. There is no timeline to fiddle with, on purpose — a clip that needs a human at a keyboard is not a clip this makes.
Why sign in with Steam?
To know whose clips are whose, and nothing else. Sign-in uses Steam's own OpenID: your password is typed on Steam's site and never reaches this one, and KillBeat is not asking Steam for your library, your friends or your inventory. What comes back is your SteamID and your persona name.
Can I upload a demo?
Not today. A job names a demo the render machine already has — there are no uploads and no match-history lookups, and a job naming a file outside the demo directory is refused. This is the honest state of it rather than a hint about what is coming.
Can I choose the music?
Yes, from the approved list on the front page, each with a ten-second preview centred on its drop. Leave it on let KillBeat choose and it takes the one used least recently. You cannot supply your own track or move the drop: where the drop is, is the one judgement a person has already made about that track, and the edit hangs off it.
Why this music?
Because it is licensed to be reused. Every track is Creative Commons, fetched from Jamendo, filtered to licences that permit derivative works, and then listened to by a person who marks where the drop is before it can be used at all. Most candidates never get that far.
Some of those licences are -NC, meaning non-commercial, and some
are -SA, meaning a share-alike term travels with the result.
KillBeat records which track each clip used so those obligations stay
findable. Nothing here is monetised, and the attribution goes in the clip.
What comes out
- 16:9 only. No vertical cut today.
- First person only. The camera is the player's own eyes, including through a flash or behind a grenade — what they actually saw.
- One continuous shot from a few seconds before the first kill to shortly after the last, retimed rather than intercut.
My round produced nothing
If the player got no kills in that round, there is no clip to make and the job says so. That is an ordinary answer, not a failure — the round index in a demo file is also not always the round number you remember, so it is worth trying the ones either side.
Who can see my clip?
Anyone with the link. A finished clip is served from a URL derived from the file's own contents, with no sign-in check on it, so the link is the only thing standing between a clip and the world. Treat it as public and share it deliberately.
There is no delete button and no expiry. If you want a clip gone, ask the operator.
How long does it take?
Longer than you would like. There is one machine with one GPU behind this, and it films clips one at a time in real time before cutting them, so a queue is a queue. Yours will show up on the front page when it lands.
Who runs it?
One person, on their own hardware, as a project rather than a service. The catalogue is curated by hand by that same person, which is why the track list is short and gets longer slowly.