Studios

IronHollow

Founded in 2021, IronHollow Studios is an ETAPX game studio based in Concord, CA, building premium playable worlds and the Ocsidian Engine that powers them.

Company Profile

The mission was to make ambitious game creation faster, fairer, and open to every person with a vision but no experience in creating it.

Concord, CA / Bay Area

IronHollow Studios is the professional game studio and team behind the Ocsidian Engine. Founded in 2021, the studio exists to turn ambitious world ideas into polished, playable entertainment.

Studio Thesis

"Worlds shouldbe easy to
imagineand real
to build.That is
the engine."

IronHollow exists to prove the Ocsidian Engine in production: cinematic worlds, native performance, AI-assisted development, and a real path for creators who have the idea before they have the studio.

Introducing

The framework we built,

for our engine.

Ocside
player_controller.ocs

source/gameplay/player_controller.ocs

Hover source
101use ocsidian.scene
2use ocsidian.input
3use ocsidian.physics
4use ocsidian.net
5use game.combat
6
702component PlayerController extends OcsCharacter
8{
9 @export var walk_speed: f32 = 6.0
10 @export var sprint_speed: f32 = 10.5
11 @export var jump_force: f32 = 8.2
12 @export var gravity: f32 = 24.0
13 @export var aim_turn_rate: f32 = 14.0
14
1503 var velocity: Vec3 = Vec3.zero
16 var stamina: f32 = 100.0
17 var camera: NodeRef<SpringArm>
18 var inventory: Inventory
19 var ability_queue: AbilityQueue
20
21 fn ready()
22 {
23 camera = find<SpringArm>("CameraRig")
24 inventory = Inventory.load_for(owner_id)
25 ability_queue = AbilityQueue.new(owner_id)
26 Net.replicate(self, fields: ["velocity", "stamina"])
27 }
28
2904 fn tick(delta: f32)
30 {
31 let move_axis = Input.vector(
32 "move_left",
33 "move_right",
34 "move_forward",
35 "move_back"
36 )
37 let wants_sprint = Input.held("sprint") && stamina > 4.0
38 let speed = wants_sprint ? sprint_speed : walk_speed
39
40 var direction = camera.basis.forward_flat() * move_axis.y
41 direction += camera.basis.right_flat() * move_axis.x
42 direction = direction.normalized_or_zero()
43
44 velocity.xz = direction.xz * speed
4505 velocity.y -= gravity * delta
46
47 if is_on_floor() && Input.just_pressed("jump") {
48 velocity.y = jump_force
49 emit_signal("player_jumped", owner_id)
50 }
51
52 if wants_sprint {
53 stamina = max(stamina - 18.0 * delta, 0.0)
54 } else {
55 stamina = min(stamina + 10.0 * delta, 100.0)
56 }
57
58 move_and_slide(velocity)
59 update_animation_state(direction, wants_sprint)
60
6106 if Input.just_pressed("cast_primary") {
62 ability_queue.cast(
63 "flare_burst",
64 target_from_reticle()
65 )
66 }
67 }
68}

Modules are explicit

Ocside turns intent into engine code.

The demo source is annotated with hover pointers so the framework rules stay visible while the code moves.

Creation Loop

"Develop faster.Play
sooner.Ship better.
That isAI-native production."

IronHollow uses Ocsidian to turn ambitious ideas into high-quality playable games at 10x the speed of traditional production loops.

IronHollow conference panel
IronHollow field capture team
IronHollow motion capture review
IronHollow physics whiteboard

Built for the market

We do the hard work.

You ship the vision.

Ocsidian hides the complexity behind a clean Mac-first interface, so founders, artists, and non-developers can develop, play, and ship high-quality game ideas without getting buried in engine work.

Studio Timeline

Founded in a Palo Alto garage.

IronHollow founding team in Palo Alto

Palo Alto, California

Two founders.

One garage. One ambition.

IronHollow began in 2013 when two co-founders started building from a family garage on Emerson Street in Palo Alto. There was no studio address, no outside validation, and no guarantee anyone else would care — just a shared belief that small teams deserved a faster path from idea to playable world. They spent late nights arguing over world rules, scrapping ideas that sounded better in conversation than in play, and slowly proving that ambition could live in an ordinary room before it ever lived on a stage.

Location

Palo Alto, CA

Team

2 co-founders

Conviction

Idea to playable world

Production Standard

Every decision has to survive the build.

The Ocsidian Engine collapses the distance between creative intent and real gameplay. Concepts are reviewed in engine, systems are validated through playable states, and creators can leave the platform without royalty fees following them.

In-engine review
Playable validation
Cinematic worlds
Native performance
AI-authored systems
Build readiness