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.
This grew out of BONNIE-32. I was putting so much effort into recreating PS1 hardware behavior that I eventually realized I might as well develop for the real thing.
Status: Very early. Public for people who are curious, but not recommended for real projects yet.
Source code: https://github.com/EBonura/PSoXide
BONNIE-32 was a fantasy console for PS1-era 3D games. It was built in Rust with a software rasterizer designed to behave like early 3D hardware.
Status: Discontinued and archived. The final release is v0.1.12. The work has continued in PSoXide, its spiritual successor.
Renderer:
Tools: World Editor, sector-based; Asset Editor; Music Tracker.
Project page: https://bonnie-games.itch.io/bonnie-32
Source code: https://github.com/EBonura/bonnie-32
An early-stage experiment exploring how Ocarina of Time might look and behave under PS1-style constraints.
No built disc image is distributed. Build instructions are in the repo and require owning the original game.
Source code: https://github.com/EBonura/oot-psx
PICO-8 Celeste Classic ported to real PS1 hardware using PSYQo. 60fps. Audio is synthesized in real time by the PS1 SPU.
Download: https://ebonura.itch.io/celeste-classic-psx
Source code: https://github.com/EBonura/psx-lab
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/bonniegames