BREAKING: GENVID INVENTS A TV SHOW YOU CAN ARGUE WITH - AND WIN EMMY FOR SILENT HILL: ASCENSION WEBBY FOR THE WALKING DEAD: LAST MILE $166M RAISED SINCE 2016 DC HEROES UNITED: THE AUDIENCE COMMANDS THE JUSTICE LEAGUE SPUN OUT OF SQUARE ENIX BREAKING: GENVID INVENTS A TV SHOW YOU CAN ARGUE WITH - AND WIN EMMY FOR SILENT HILL: ASCENSION WEBBY FOR THE WALKING DEAD: LAST MILE $166M RAISED SINCE 2016 DC HEROES UNITED: THE AUDIENCE COMMANDS THE JUSTICE LEAGUE SPUN OUT OF SQUARE ENIX
Genvid Holdings Inc. logo
YesPress Profile · Media / Gaming / AI

Genvid Holdings Inc.

The company that decided the audience should hold the remote and the controller at the same time.

EST. 2016 NEW YORK, USA INVENTOR OF THE MILE EMMY · WEBBY

Above: the Genvid wordmark, photographed the way every logo secretly wants to be - framed, mounted, and slightly too proud of itself.

Share this profile LinkedIn Twitter / X Facebook Instagram

Who they are now

A crowd of strangers, voting on what happens next

Somewhere right now, a few thousand people who have never met are arguing over whether Batman should trust the wrong ally. They are not posting hot takes into a void. They are voting, and the story is about to bend to whatever they decide. This is a Genvid production, and the comment section is the writers' room.

Genvid Holdings Inc. is a New York media-technology company with an unusual job description: it builds entertainment that talks back. Its shows are part television, part video game, and entirely dependent on the audience to finish them. The format even has a name Genvid coined - the Massively Interactive Live Event, or MILE - which sounds like jargon until you watch one and realize the plot is genuinely up for grabs.

"Part TV show, part game - the audience doesn't just watch the story, they decide it."
How Genvid describes a MILE, minus the part where it shrugs at the entire history of television

The problem they saw

The passive viewer was a design flaw, not a feature

For roughly a century, the deal with screen entertainment was simple and one-sided. The story happened; you watched. You could love it, hate it, or fall asleep during it, and none of that changed a single frame. Streaming made the catalog infinite but kept the relationship the same: lean back, consume, repeat.

Games offered the opposite - agency, consequence, the thrill of having actually done something - but mostly as a solo act, or at least a small-party one. Nobody had convincingly fused the broadcast scale of TV with the participation of a game. The audience was either huge and powerless, or empowered and tiny.

Margin note

The genius of the lurker is that they show up. The tragedy is that, until recently, nobody let them do anything.

That gap is the tension Genvid exists to close. Can you give a stadium-sized crowd real influence over a single unfolding narrative without it dissolving into noise? Most people assumed the answer was no. Genvid treated the question as an engineering problem.

The founders' bet

Three Square Enix veterans walk out of cloud gaming

Genvid was founded in 2016 by Jacob Navok, Christopher Cataldi, and Fabien Ninoles - a trio who had been building Shinra Technologies, Square Enix's ambitious cloud-gaming division. Navok had led worldwide business development and strategy at Square Enix; Cataldi came from R&D and technology strategy; Ninoles brought the systems engineering. When Shinra wound down, they kept the team and the conviction, and spun out on their own.

The name is a small confession of ambition: "Gen," from the Latin for birth, plus "Vid," for viewing. The birth of a new kind of viewing. Their first answer to the passive-viewer problem was a patented interactive-streaming technology - a way to overlay live, data-driven, clickable layers on top of a video stream at scale. The clever part was never the video. It was letting millions of people reach into it at once.

"Gen for birth, Vid for viewing - the inception of a new era in interactive experiences."
The company on its own name, which is at least more honest than most
2016
FOUNDED
$166M
TOTAL RAISED
1
EMMY AWARD
1
WEBBY AWARD

The receipts

A company milestone timeline

2016

The spin-out

Navok, Cataldi, and Ninoles found Genvid as an independent company, carrying forward the team from Square Enix's Shinra Technologies.

2020-2021

Rival Peak proves the format

An always-on, multi-week MILE on Facebook where AI contestants competed and the community shaped outcomes - the first real proof that crowds could co-run a show.

2021

$113M Series C

Co-led by Valor Equity Partners and Atreides Management, with Lux Capital, Third Point Ventures, Galaxy Interactive and others. Total funding reaches $166M. A new entertainment subsidiary is formed to publish MILEs.

2022-2023

The Walking Dead & Silent Hill

The Walking Dead: Last Mile wins a Webby. SILENT HILL: Ascension, made with Konami, wins an Emmy - rare hardware for interactive work.

2024

DC Heroes United launches

Revealed at San Diego Comic-Con, the audience-driven Justice League series arrives across App Store, Google Play, and Tubi.

2025-2026

Epic Games Store & the AI pivot

DC Heroes United expands to the Epic Games Store and enters a new story phase in Feb 2026. Genvid begins repackaging its production stack as studio-grade generative-AI tooling.

The product

What you can actually do with it

A MILE is the kind of thing that sounds gimmicky in a sentence and feels different in practice. You drop into a live or episodic story alongside thousands of other people. You vote, you spend influence, you steer. The story remembers. Next episode reflects what the crowd chose, not what a focus group guessed six months earlier.

Genvid both publishes its own titles and licenses the underlying technology. Increasingly, it is also turning the unglamorous machinery behind the scenes - asset tracking, version control, storyboard tools - into a generative-AI production platform aimed at professional studios who want speed without losing control or provenance of their work.

MILEs

The flagship format. Episodic, real-time experiences blending broadcast-scale streaming with game mechanics and live audience voting.

SILENT HILL: Ascension

Emmy-winning interactive horror where a global audience's collective decisions decided who survived.

DC Heroes United

Interactive series and mobile game where viewers make weekly calls shaping Batman, Superman, Wonder Woman and the League.

The Walking Dead: Last Mile

Webby-winning interactive series letting fans steer survivors through the franchise's bleak calculus.

Interactive Streaming SDK

The patented engine that overlays clickable, data-driven layers onto live video at broadcast scale.

AI Production Platform

Studio-grade generative tooling: storyboard editor, keyframe and dialog generation, video/image creation - with provenance built in.

"The future of stories isn't choose-your-own-adventure. It's choose-OUR-own-adventure."
The thesis, compressed to fit on a tote bag

The proof

Awards, IP, and a lot of zeros

Skeptics are right to ask whether "interactive" is a feature or a fad. Genvid's answer is a shelf. SILENT HILL: Ascension won an Emmy. The Walking Dead: Last Mile won a Webby. Few companies hold both for interactive work, and you do not get either by accident.

Then there is the company it keeps. DC and Warner Bros. handed over the Justice League. Konami trusted it with Silent Hill. Skybound brought The Walking Dead. Distribution runs through the App Store, Google Play, the Epic Games Store, and Tubi. The cap table includes Valor Equity Partners, Atreides Management, Lux Capital, Galaxy Interactive, and Horizons Ventures, among others.

Funding momentum, 2016-2021

Cumulative capital raised (USD), built mostly on the bet that participation scales
Early rounds
~$53M
Series C (2021)
$113M
Total to date
$166M

Bars scaled to total raised. Early-round figure is the approximate remainder after the disclosed $113M Series C. Sources: PR Newswire, Variety, Crunchbase.

Things that amuse us

Genvid's leadership bench quietly stacks a 12-year Pixar veteran and a former Netflix content chief next to its cloud-gaming founders. The Venn diagram of "people who can make a hit" mostly overlaps here.

The mission

Make watching an act, not a posture

Strip away the IP and the awards and Genvid's mission is one sentence: turn audiences from spectators into participants, at a scale that used to belong only to broadcast. The newer chapter - studio-grade generative-AI production - is the same conviction wearing a different outfit. If the last decade was about letting the crowd shape stories, the next is about giving the creators who serve them faster tools without handing away authorship.

"Television you can argue with - and change."
What Genvid is selling, before the slide deck complicates it

Why it matters tomorrow

The remote and the controller, finally in one hand

Go back to that crowd arguing over whether Batman trusts the wrong ally. A decade ago, that conversation would have happened in a forum, after the episode, about a decision someone else already made and shipped. The argument would have been theater. The outcome was fixed.

Now the argument is the product. The vote closes, the story moves, and several thousand strangers have, briefly, co-written something together. That is the change Genvid is chasing across every title and every line of its AI platform: an audience that does not just show up, but shows up with a say. Whether the whole industry follows is an open question. Genvid already built the door.