Hi, I'm Manny. Software engineer, guitarist and game developer from Sicily, living in London.
I started with PICO-8. Its limits felt weirdly cozy: tiny screen, small carts, hard caps on everything. That's where I learned how much you can get out of a box that says no.
After PICO-8 I wanted real hardware. I tried Godot, Picotron, TrenchBroom and Blender along the way, all fine tools, but a modern engine lets you switch the constraints off, and I didn't want that option. I wanted to make games as if they had to ship on the original PlayStation, and then actually run them on one. Nothing fit that brief, so I built the tools.
Everything below runs on PSoXide, a Rust stack for making PS1 games: a bare-metal SDK, a shared engine, a BSP level and UI editor, asset cookers, disc mastering, and an emulator with a debugger and profiler. The idea is to solve each PlayStation problem once and hand the answer to every game. It's pre-1.0, moving fast, and open source. The web build runs the whole demo disc in your browser, no BIOS needed.
The PSoXide PS1 Demo Disc is one BIN/CUE that boots on a real console into a menu and chain-loads everything:
Also in the works: the Half-Life PS1 port, a source-only fan port of the full campaign that you build from your own copy of the game.
Horizon Glide (2025) grew out of a PICO-8 procedural-landscapes experiment into an infinite isometric shooter with a banging soundtrack. Cortex Override (2024) is the PICO-8 cyberpunk action game that started all this, somewhere between Zelda and Armored Core. Both play in the browser.
Instagram: instagram.com/izzy88izzy
Buy Me a Coffee: buymeacoffee.com/bonniestudios