TL;DR: I build games and tools around real PS1-era constraints. BONNIE-32 is my fantasy console for PS1-style 3D development, plus ports/experiments to learn what old hardware can (and can’t) do.
Hi there! My name is Manny. I’m 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 even real PS1 hardware. I wasn’t looking for a flexible modern engine where constraints are optional, I wanted to build as if it were made for the original PlayStation. When nothing quite fit, I started building my own tools.
A fantasy console for PS1-era 3D games. Built in Rust with a software rasterizer designed to behave like PS1 hardware.
Renderer:
Tools: World Editor (sector-based), Asset Editor (G/R/T), Music Tracker (SF2).
Try it:
Source code: https://github.com/EBonura/bonnie-32
Status: Early development. Tools are functional but expect bugs; runtime is basic but usable.
An early-stage experiment exploring how Ocarina of Time might look/behave under PS1-style constraints.
No built disc image is distributed. Build instructions are in the repo (requires owning the original game).
Source: https://github.com/EBonura/oot-psx
PICO-8 Celeste Classic ported to real PS1 hardware using PSYQo. 60fps. Audio 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 PICO8 procedural landscapes experiment: An infinite isometric arcade shooter. Banging soundtrack.
Source code: https://github.com/EBonura/HorizonGlide
The game that kickstarted my gamedev journey: A PICO8 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