With an AdReel (Adaptive Reel), you present music that isn't linear: state changes, branching, intensity shifts, random pools. The studio that receives your AdReel gets to play with your compositions and understand what the music can bring to their game. Share an AdReel with a simple link and let the magic happen.
Try an AdReel yourself →"The branching music system really has the ability to wow someone!"
Michael W. — video game composer / MA Composition for Video Game instructor"That's genuinely cool for game composers' reel!"
Giorgio V. — Audio Director / MA Sound Design for Video Games instructor"This is the first time I've seen a tool for presenting interactive music like this."
William R. — PhD candidate in ludomusicologyAs video game composers, our job is to bring creative solutions to music and sound design problems, and to make the relationship between studios and sound smoother. During pitching or preproduction, linear music forces the studio to imagine what it would sound like once implemented, with the risk that it doesn't work and the whole proposal, implementation, test cycle has to start over, with all the time that wastes. With LayerPitch, that's all in the past. The system is built to make collaboration between composer and studio smoother, throughout the whole process. The music is already interactive, versioning has never been simpler, and even SFX get their own dedicated section. Testing under real conditions, trying out several reverbs on footsteps, experimenting with spatialization, working together on a project to move faster and more smoothly: that's what LayerPitch offers.
During the pitch phase, once it's sent, you're not left guessing. Every AdReel sends you the info that matters: who opened it, which layers were tested, how long your contact stayed on the page. No more wondering whether the studio actually played with the music or just skimmed the page. A link opened this morning is a follow-up that lands at exactly the right time, all that's left is to reach out while it's still fresh.
During preproduction, work together on the moodboard to set a clear creative direction and save back-and-forth, time (and money!) later on. Use the video versioning tool to quickly test which music, triggers, or SFX work best for the level that was just built. No more pulling out the big guns and sharing a build for every test.
Before the game ships, sell audio asset packs. Once it's out, put its music to work and sell an Adaptive OST!
Hi, I'm Jules and I'm a composer.
Recently, I pitched music to a video game studio. I wanted to go all in and present adaptive music directly — but I couldn't find any technical solution that actually worked for that... and I didn't want to flatten all my work into some dumb MP3.
LayerPitch was born from that frustration. One thing led to another, and the idea took shape — to the point of now being supported by Plaine Images / Take Off Inspiration, the music-tech incubator partnered with Sacem.