<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Sawnoff-Studios on Maceage's Blog</title><link>https://blog.maceage.com/tags/sawnoff-studios/</link><description>Recent content in Sawnoff-Studios on Maceage's Blog</description><generator>Hugo</generator><language>en-au</language><copyright>© Graham Mace</copyright><lastBuildDate>Thu, 23 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://blog.maceage.com/tags/sawnoff-studios/index.xml" rel="self" type="application/rss+xml"/><item><title>Graveyard Gunner</title><link>https://blog.maceage.com/posts/2026/graveyard-gunner/</link><pubDate>Thu, 23 Apr 2026 00:00:00 +0000</pubDate><guid>https://blog.maceage.com/posts/2026/graveyard-gunner/</guid><description>&lt;p&gt;Last year I finished the &lt;a href="https://blog.maceage.com/posts/2025/completing-my-unreal-engine-course/"&gt;CG Spectrum Game Programming Foundations course&lt;/a&gt;, and the main thing I walked away with - apart from a working knowledge of Unreal Engine - is a third-person zombie shooter called &lt;strong&gt;Graveyard Gunner&lt;/strong&gt; (GG. Yeah, I know)&lt;/p&gt;&#10;&lt;p&gt;It started life as the course&amp;rsquo;s final project and grew from there. The premise is simple: reach the end of the graveyard before the timer runs out, while portals trigger as you move through the map and spawn waves of zombies. Zombies have different health, damage and movement speeds, and drop skulls and ammo on death – no health pickups, so mistakes are permanent.&lt;/p&gt;</description></item><item><title>Founding Sawnoff Studios</title><link>https://blog.maceage.com/posts/2026/founding-sawnoff-studios/</link><pubDate>Tue, 20 Jan 2026 00:00:00 +0000</pubDate><guid>https://blog.maceage.com/posts/2026/founding-sawnoff-studios/</guid><description>&lt;p&gt;Over the past few years I&amp;rsquo;ve been spending an increasing amount of my spare time in Unreal Engine – mostly through a game programming course I completed, plus prototypes, demos, and one proper game project.&lt;/p&gt;&#10;&lt;p&gt;Up until now, all of that work has been scattered across my &lt;a href="https://github.com/maceage" target="_blank"&gt;personal GitHub account&lt;/a&gt;, with no real identity tying it together. So I&amp;rsquo;ve decided to give it all a home: &lt;strong&gt;Sawnoff Studios&lt;/strong&gt;.&lt;/p&gt;&#10;&lt;p&gt;You can find it here:&lt;/p&gt;</description></item></channel></rss>