AI-generated “brain rot” videos are popping up all over the internet and getting a lot of attention. Currently gaining traction among younger users, these clips feature wild characters, like a shark wearing sneakers and a ballerina with a cappuccino for a head.
One startup driving this trend is OpenArt, founded by two former Google employees in 2022. It touts around 3 million monthly active users.
The company recently launched a new “one-click story” feature in open beta, which allows users to input a single sentence, a script, or even a song and turn it into a one-minute video with a story arc. This can include anything from a light-hearted story for TikTok to more serious content like explainer videos or music videos for YouTube. OpenArt even envisions this feature being used for advertising.
With One-Click Story, there are three templates to choose from: Character Vlog, Music Video, or Explainer. For a character vlog, users start by uploading an image of their character and entering a prompt. If a song is uploaded, the software understands the lyrics and creates an animation that aligns with the song’s themes, like illustrating flowers blooming in a garden.
Users can edit individual clips by revisiting the editor’s storyboard mode and tweaking prompts for a more refined result. The platform aggregates over 50 AI models, allowing users to choose their preferred tools, such as DALLE-3, GPT, Imagen, Flux Kontext, and Stable Diffusion.
The goal of the new feature is to further lower the barrier for becoming an AI creator, a medium that remains immensely popular despite ongoing controversy.
While these tools can be beneficial — like using video generators to quickly produce content with original characters and narratives — there are numerous ethical issues to address. These include imitating other artists’ styles, intellectual property rights, and the dangers of misuse and creating misinformation.
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During testing, we noticed that the Character Vlog option may tread into a grey legal area due to the types of characters it offers — such as Pikachu, SpongeBob, and Super Mario — which could pose risks of intellectual property (IP) infringement. In June, Disney and Universal sued AI firm Midjourney over AI-generated images.
Users should be aware that if their videos are found to infringe another’s copyright, the video may be taken off social media platforms, and if the user is found to have contributed to the infringement, they can potentially be held liable under copyright law, which can result in legal action from the copyright holder.
“We try to be cautious around the IP infringement,” Coco Mao, co-founder and CEO, told TechCrunch. “When you upload some IP characters, by default, the models we use will reject them, and it’s not able to produce the IP character, but sometimes it slips.”
Mao added that the company is open to talking to major IP holders to get licensing for characters.

One aspect that OpenArt believes sets it apart is its ability to maintain character consistency. It argues that, unlike the average video model that often relies on simple, standalone clips that users have to piece together into a cohesive story, OpenArt aims to ensure that both the visuals and the narrative remain consistent.
“A problem that a lot of AI couldn’t really handle well is to have the character consistent in the same video…If you don’t have the same character, then it’s hard to get immersed in the story,” Mao said.
Looking ahead, the company plans to iterate on the one-click feature by allowing users to create videos featuring conversations between two different characters. Another plan on the roadmap is developing a mobile app.
OpenArt operates on a credit-based system. It offers four plans, with the most basic costing $14 per month for 4,000 credits, which includes up to four One-Click stories, 40 videos, 4,000 images, and four characters. The advanced plan costs $30 per month for 12,000 credits and includes up to 12 One-Click stories. The Infinite plan is priced at $56 per month for 24,000 credits, and there is also a team plan available for $35/month per member.
OpenArt has raised $5 million in funding to date from Basis Set Ventures and DCM Ventures, and it boasts a positive cash flow. Additionally, the company said it’s on track to achieve an annual revenue rate of over $20 million.
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![Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D](https://gizmodo.com/app/uploads/2026/06/cobol-fps-1280x853.png)

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