<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>ゲームのタネ</title><link>https://gamenotane.com/</link><description>ゲーム制作の記録と開発ニュース</description><language>ja</language><item><title>個人開発の公開後⑤：公開後の記録を、次の作品に生かす</title><link>https://gamenotane.com/after-release/05-carry-lessons-to-next-work/</link><guid isPermaLink="true">https://gamenotane.com/after-release/05-carry-lessons-to-next-work/</guid><pubDate>Sun, 08 Nov 2026 03:00:00 GMT</pubDate></item><item><title>個人開発の公開後④：厳しいレビューに、返信する？ 直す？ 受け流す？</title><link>https://gamenotane.com/after-release/04-respond-to-reviews/</link><guid isPermaLink="true">https://gamenotane.com/after-release/04-respond-to-reviews/</guid><pubDate>Sun, 08 Nov 2026 03:00:00 GMT</pubDate></item><item><title>個人開発の公開後③：アップデートはどこまでやる？ 直す・足す・やめるの判断</title><link>https://gamenotane.com/after-release/03-decide-what-to-update/</link><guid isPermaLink="true">https://gamenotane.com/after-release/03-decide-what-to-update/</guid><pubDate>Sun, 08 Nov 2026 03:00:00 GMT</pubDate></item><item><title>個人開発の公開後②：「動きません」をどう受け取る？ 不具合報告の聞き方と再現</title><link>https://gamenotane.com/after-release/02-handle-bug-reports/</link><guid isPermaLink="true">https://gamenotane.com/after-release/02-handle-bug-reports/</guid><pubDate>Sun, 08 Nov 2026 03:00:00 GMT</pubDate></item><item><title>個人開発の公開後①：公開してからが本番？ 最初の1週間で確かめること</title><link>https://gamenotane.com/after-release/01-check-the-first-week/</link><guid isPermaLink="true">https://gamenotane.com/after-release/01-check-the-first-week/</guid><pubDate>Sun, 08 Nov 2026 03:00:00 GMT</pubDate></item><item><title>【初心者OK】『モンギル：STAR DIVE』講演でわかった、エンジン改造なしでアニメ調を磨くマテリアル設計</title><link>https://gamenotane.com/2026/11/08/mongil-anime-materials/</link><guid isPermaLink="true">https://gamenotane.com/2026/11/08/mongil-anime-materials/</guid><pubDate>Sat, 07 Nov 2026 21:41:21 GMT</pubDate></item><item><title>【初心者OK】Pyxel 3.0.0で3Dゲーム制作に対応。ローポリ作品づくりが広がる新機能</title><link>https://gamenotane.com/2026/11/08/pyxel-3d-support-release/</link><guid isPermaLink="true">https://gamenotane.com/2026/11/08/pyxel-3d-support-release/</guid><pubDate>Sat, 07 Nov 2026 21:41:10 GMT</pubDate></item><item><title>【初心者OK】MegaLightsで何が変わる？ Unreal Fest Tokyo 2026講演で見えたライティング設計の考え方</title><link>https://gamenotane.com/2026/11/07/megalights-lighting-tips/</link><guid isPermaLink="true">https://gamenotane.com/2026/11/07/megalights-lighting-tips/</guid><pubDate>Fri, 06 Nov 2026 21:41:26 GMT</pubDate></item><item><title>【初心者OK】『カービィのエアライダー』を60fpsへ導いた描画最適化。SOL-AVES設計の要点とは</title><link>https://gamenotane.com/2026/11/07/air-rider-60fps-optimization/</link><guid isPermaLink="true">https://gamenotane.com/2026/11/07/air-rider-60fps-optimization/</guid><pubDate>Fri, 06 Nov 2026 21:41:14 GMT</pubDate></item><item><title>【初心者OK】Epic公式が解説したEOSの全体像。Unityでも使える無料オンライン基盤の要点とは</title><link>https://gamenotane.com/2026/11/06/eos-online-services-overview/</link><guid isPermaLink="true">https://gamenotane.com/2026/11/06/eos-online-services-overview/</guid><pubDate>Thu, 05 Nov 2026 21:41:25 GMT</pubDate></item><item><title>【初心者OK】UE6はBlueprint廃止へ。Verse中心に変わるEpic Gamesの次世代開発構想</title><link>https://gamenotane.com/2026/11/06/ue6-verse-blueprint/</link><guid isPermaLink="true">https://gamenotane.com/2026/11/06/ue6-verse-blueprint/</guid><pubDate>Thu, 05 Nov 2026 21:41:12 GMT</pubDate></item><item><title>【初心者OK】UE6でVerseが担う役割とは？基本の言語仕様と将来像を整理</title><link>https://gamenotane.com/2026/11/05/verse-ue6-basics-overview/</link><guid isPermaLink="true">https://gamenotane.com/2026/11/05/verse-ue6-basics-overview/</guid><pubDate>Wed, 04 Nov 2026 21:41:23 GMT</pubDate></item><item><title>【初心者OK】Unreal MCPを土台にLLM用の専用ツールを育てる方法。UEの作業自動化を実践した講演レポート</title><link>https://gamenotane.com/2026/11/05/unreal-mcp-llm-tools/</link><guid isPermaLink="true">https://gamenotane.com/2026/11/05/unreal-mcp-llm-tools/</guid><pubDate>Wed, 04 Nov 2026 21:41:14 GMT</pubDate></item><item><title>個人開発の「作る範囲」⑤：どこまで直せば完成？ 公開前の終了条件を決める</title><link>https://gamenotane.com/development-scope/05-define-release-criteria/</link><guid isPermaLink="true">https://gamenotane.com/development-scope/05-define-release-criteria/</guid><pubDate>Wed, 04 Nov 2026 03:11:14 GMT</pubDate></item><item><title>個人開発の「作る範囲」④：マップ・素材・画面を増やしすぎない工夫</title><link>https://gamenotane.com/development-scope/04-limit-maps-assets-and-screens/</link><guid isPermaLink="true">https://gamenotane.com/development-scope/04-limit-maps-assets-and-screens/</guid><pubDate>Wed, 04 Nov 2026 03:11:14 GMT</pubDate></item><item><title>個人開発の「作る範囲」③：全部作る前に、面白さを確かめる試作品を作る</title><link>https://gamenotane.com/development-scope/03-test-with-a-prototype/</link><guid isPermaLink="true">https://gamenotane.com/development-scope/03-test-with-a-prototype/</guid><pubDate>Wed, 04 Nov 2026 03:11:14 GMT</pubDate></item><item><title>個人開発の「作る範囲」②：その機能、本当に必要？ 残すもの・後回しにするもの</title><link>https://gamenotane.com/development-scope/02-choose-features/</link><guid isPermaLink="true">https://gamenotane.com/development-scope/02-choose-features/</guid><pubDate>Wed, 04 Nov 2026 03:11:14 GMT</pubDate></item><item><title>個人開発の「作る範囲」①：作りたいものが多すぎる。最初の完成形をどう決める？</title><link>https://gamenotane.com/development-scope/01-define-first-finish/</link><guid isPermaLink="true">https://gamenotane.com/development-scope/01-define-first-finish/</guid><pubDate>Wed, 04 Nov 2026 03:11:14 GMT</pubDate></item><item><title>【初心者OK】UEとMetaHumanのAI学習利用が可能に。EULA改定で変わるポイント</title><link>https://gamenotane.com/2026/11/04/ue-metahuman-ai-learning/</link><guid isPermaLink="true">https://gamenotane.com/2026/11/04/ue-metahuman-ai-learning/</guid><pubDate>Tue, 03 Nov 2026 21:42:38 GMT</pubDate></item><item><title>【初心者OK】UE6はBP廃止へ方針転換、UE5.9は11月第2週にプレビュー予定。Epic Gamesが示した次世代開発の方向性</title><link>https://gamenotane.com/2026/11/04/ue6-bp-abolition-preview/</link><guid isPermaLink="true">https://gamenotane.com/2026/11/04/ue6-bp-abolition-preview/</guid><pubDate>Tue, 03 Nov 2026 21:42:31 GMT</pubDate></item><item><title>ゲームとアプリの最初の体験⑤：作った本人には見えない迷いを、初見プレイで確かめる</title><link>https://gamenotane.com/first-experience/05-observe-first-time-use/</link><guid isPermaLink="true">https://gamenotane.com/first-experience/05-observe-first-time-use/</guid><pubDate>Tue, 03 Nov 2026 04:26:33 GMT</pubDate></item><item><title>ゲームとアプリの最初の体験④：難しすぎる人と、簡単すぎる人。ヒントと支援機能の考え方</title><link>https://gamenotane.com/first-experience/04-design-hints-and-assistance/</link><guid isPermaLink="true">https://gamenotane.com/first-experience/04-design-hints-and-assistance/</guid><pubDate>Tue, 03 Nov 2026 04:26:33 GMT</pubDate></item><item><title>ゲームとアプリの最初の体験③：失敗したら、もう一度試せる？ やり直しの負担を減らす</title><link>https://gamenotane.com/first-experience/03-reduce-retry-cost/</link><guid isPermaLink="true">https://gamenotane.com/first-experience/03-reduce-retry-cost/</guid><pubDate>Tue, 03 Nov 2026 04:26:33 GMT</pubDate></item><item><title>ゲームとアプリの最初の体験②：説明を増やす前に、触れば分かる場面を作る</title><link>https://gamenotane.com/first-experience/02-teach-through-interaction/</link><guid isPermaLink="true">https://gamenotane.com/first-experience/02-teach-through-interaction/</guid><pubDate>Tue, 03 Nov 2026 04:26:33 GMT</pubDate></item><item><title>ゲームとアプリの最初の体験①：遊び始めたのに、面白さが伝わらない。最初の体験を見直す</title><link>https://gamenotane.com/first-experience/01-design-first-experience/</link><guid isPermaLink="true">https://gamenotane.com/first-experience/01-design-first-experience/</guid><pubDate>Tue, 03 Nov 2026 04:26:33 GMT</pubDate></item><item><title>個人開発の値付けと収益化⑤：売上が出ても続けられない？ 費用と対応時間から提供方法を見直す</title><link>https://gamenotane.com/pricing-and-sustainability/05-review-costs-and-support-time/</link><guid isPermaLink="true">https://gamenotane.com/pricing-and-sustainability/05-review-costs-and-support-time/</guid><pubDate>Tue, 03 Nov 2026 00:39:09 GMT</pubDate></item><item><title>個人開発の値付けと収益化④：売れないとき、値下げする前に確かめたいこと</title><link>https://gamenotane.com/pricing-and-sustainability/04-check-before-discounting/</link><guid isPermaLink="true">https://gamenotane.com/pricing-and-sustainability/04-check-before-discounting/</guid><pubDate>Tue, 03 Nov 2026 00:39:09 GMT</pubDate></item><item><title>個人開発の値付けと収益化③：無料版でどこまで使えるようにする？ 体験版と有料版の分け方</title><link>https://gamenotane.com/pricing-and-sustainability/03-design-free-and-paid-scope/</link><guid isPermaLink="true">https://gamenotane.com/pricing-and-sustainability/03-design-free-and-paid-scope/</guid><pubDate>Tue, 03 Nov 2026 00:39:09 GMT</pubDate></item><item><title>個人開発の値付けと収益化②：自分の作品に、最初の価格をどう付けるか</title><link>https://gamenotane.com/pricing-and-sustainability/02-set-your-first-price/</link><guid isPermaLink="true">https://gamenotane.com/pricing-and-sustainability/02-set-your-first-price/</guid><pubDate>Tue, 03 Nov 2026 00:39:09 GMT</pubDate></item><item><title>個人開発の値付けと収益化①：無料で公開する？ 有料で販売する？ 提供方法を考える</title><link>https://gamenotane.com/pricing-and-sustainability/01-choose-free-or-paid/</link><guid isPermaLink="true">https://gamenotane.com/pricing-and-sustainability/01-choose-free-or-paid/</guid><pubDate>Tue, 03 Nov 2026 00:39:09 GMT</pubDate></item></channel></rss>