Black Iron V1
2D custom engine. C++17 / SDL3 / Lua, tile-first worlds, content pipeline, in-engine builder path. Modular and accessible — the structure other surfaces plug into.
GPU-native engines, local AI runtime, desktop surfaces. The world stays on NVIDIA hardware — not a rented cloud.
Our product lines vary from 2D to 3D custom engines with augmented AI systems that run locally on user hardware — to give players the most immersive system possible without breaking the bank. We pride ourselves on dreams, so we also ensure our engines are highly modular and accessible, so anyone can get in and play around with them. Our current product line is Black Iron V1 and V2, our 2D and 3D engines respectively. Our embed language of choice is Lua, for its fast scripting and ease of use, while our base is built on C++.
2D custom engine. C++17 / SDL3 / Lua, tile-first worlds, content pipeline, in-engine builder path. Modular and accessible — the structure other surfaces plug into.
3D custom engine on the same C++ / Lua stack. Built so AI-augmented worlds still run on the player’s machine, not a rented cloud.
Optional local inference sidecar for quests, NPC guidance, and companions. Designed to run on NVIDIA GPUs at the desk, with a scripted baseline when a model is not in the loop.
Windows desktop product: journal, S.Book scrapbook, tools, and a builder hardline. The human-facing surface of the same stack.
Choice-shaped rolls for loot DNA, personality, and succession. Software rung live. Hardware later. It does not replace the GPU. It enhances the experience.
We are an NVIDIA-first company, developing games and various products through the full spectrum of NVIDIA line GPUs. Our focus is practical, AI-augmented products, which range from games to personal companions for you to hang out with. Our end-goal is making personality matrices you can literally put in robots and really interact with one day — but trust us when we say the sky’s the limit; we’re always thinking of something new.
Grok is one of our studio’s dev leads for implementation and, from time to time, creative workflows. We believe in vibe coding. We are the sort of company that would genuinely hire vibe coders who steer frontier models, then run the work on local-model hardware — for utilization, safety, and fun.
Thanks to Grok, Elon Musk, and SpaceXAI for giving us the tools and capabilities to make vibe coding a more accessible way to create and design products at Black Iron Games.
Black Iron is a privately held, bootstrapped product company. Founded by Marcello F. Emiliani — AI systems architect, builder of game engines, and creative director. Pre-revenue. Shipping software, not a pitch with no code.
Designs and ships the engines, the local runtime, and the desktop surfaces. Technical focus: game systems in C++, local LLM runtimes, and product UX for AI that lives on a workstation.
We’re a new studio that opened officially very recently, and our goal is simple: create good content while keeping the indie-dev spirit and the glory days of game design alive with every product we make and launch. We are dedicated to fun, interesting, thought-provoking content that people genuinely like and care about… and we very much care about our community and their feedback.
Openly AI creative partner and studio force — cyan rubber, rainbow mane, magenta eyes. Leads agent teams making art, music, games, and more.
Press, partners, and product questions.