Use case
The player chooses, the scene renders.
Turn a choice in your story or game into a job: the character, the outfit, the pose and the place. She keeps her face from scene to scene.
curl https://api.corny.studio/v1/videos \
-H "Authorization: Bearer $CORNY_API_KEY" \
-H "Content-Type: application/json" \
-d '{
"describe": "she laughs on a beach at golden hour",
"seconds": 8,
"aspect": "portrait"
}'
# { "id": "job_…", "status": "queued" }Choices map to picks
Each branch is a set of four picks or a sentence.
Continuity
The same character face in every scene of the run.
Async by design
Start the job when the choice is made, show it when it lands.
Dynamic video scenes for interactive fiction
Branching stories and adult games run into the same wall: every branch needs its own scene, and the number of branches grows faster than anyone can shoot or draw. Pre rendering everything limits how many choices you can offer. Generating on the fly solves the count, but only if the character still looks like herself in the scene the player just unlocked.
Corny gives you both halves. Scenes render on demand from a job, and a character built in the studio keeps her accepted face in every job that names her, so continuity holds across the whole run. The player sees the woman they met in the first chapter, whatever path they took to reach the scene in front of them.
Map story choices to video generation jobs
Treat each branch as a recipe. A choice in your story becomes a set of four picks, the character, the outfit, the pose and the place, or a describe sentence when the moment needs something specific. Send it to POST /v1/videos with the length and the shape, and you get a job id back at once.
Start the job the moment the player makes the choice, keep the story moving with text or a still, and show the clip when it lands. Poll GET /v1/jobs/:id until it is ready and fetch it from the signed link. Clips run up to ten seconds with the sound of the scene, in portrait or wide.
Every character is a fictional adult made with AI, and every job follows our content policy. Write your branches with that in mind, and keep the rules of the store or platform where your game is published. Branches written as picks are the easiest to review, because each one is a short list of choices you can read at a glance.
Budgeting credits for a branching story
Each scene is priced by its length, size and quality. A longer, bigger or sharper take costs more. So you can plan the cost of a chapter by counting its branches.
The API is open to every account, and plans add credits every month, cheaper each on a bigger plan. New accounts start with 50 credits to design characters and test scenes in the studio. A branch rendered once can be cached on your side and shown again to the next player who takes it.
Questions people ask
Can I generate video scenes based on player choices?
Yes. Map each choice to four picks or a describe sentence and send it to POST /v1/videos. The clip arrives on a signed link when it is ready.
Will my character look the same in every scene?
Yes. A character built in the studio keeps her accepted face in every job that names her.
How long are the scenes?
Up to ten seconds each, with sound. Longer scenes are on the roadmap.
Can two characters appear in one scene?
Not today. Duo scenes are on the roadmap.
The features behind it
Render her from your code.
Make a key in the studio and send your first job in minutes.
