Hi there! My name is Manny. I am a Software Engineer, guitarist, and game developer from Sicily, now based in London.
I started with PICO-8. Its limitations felt weirdly cozy: tiny resolution, small cartridges, hard caps everywhere. That taught me how much creativity constraints can unlock.
I explored Godot, Picotron, TrenchBroom, Blender, and real PS1 hardware. I was not looking for a flexible modern engine where constraints are optional. I wanted to build as if the game were made for the original PlayStation. When nothing quite fit, I started building my own tools.
PSoXide is the project I am actively working on now. It is a full PS1-focused stack: emulator + Rust SDK + game engine + editor + asset pipeline.
The goal is to design levels, import assets, test directly inside the emulator, and build full PS1-compatible ISOs from one workflow. The editor, SDK, engine, emulator, and asset pipeline all share the same data model, so the tools can understand PS1 constraints directly instead of treating them as an afterthought.
Status: Very early. Public for people who are curious, but not recommended for real projects yet.
Source code: https://github.com/EBonura/PSoXide
Both PICO-8 Celeste Classic games, the original and Lani's Trek, rebuilt in Rust and running natively on real PS1 hardware at 60fps, bundled on a single disc with a cover-art launcher. Built on PSoXide; audio synthesized in real time by the PS1 SPU.
Download: https://bonnie-studios.itch.io/celeste-classic-collection-psx
Source code: https://github.com/EBonura/pico8-psx
Born from a PICO-8 procedural landscapes experiment: an infinite isometric arcade shooter with a banging soundtrack.
Source code: https://github.com/EBonura/HorizonGlide
The game that kickstarted my gamedev journey: a PICO-8 cyberpunk action game inspired by Zelda and Armored Core.
Source code: https://github.com/EBonura/CortexOverride
Instagram: https://www.instagram.com/izzy88izzy/
Buy Me a Coffee: https://buymeacoffee.com/bonniestudios