A Survey of Procedural Dungeon Generation. - Breno M. F. Viana; Selan R. dos Santos (SBGames, 2019)

Procedural Enemy Generation through Parallel Evolutionary Algorithm. - Leonardo T. Pereira; Breno M. F. Viana; Claudio Fabiano Motta Toledo (SBGames, 2021)

Procedural Dungeon Generation: A Survey. - Breno M. F. Viana; Selan R. dos Santos (J. Interact. Syst., 2021)

Illuminating the Space of Enemies Through MAP-Elites. - Breno M. F. Viana; Leonardo T. Pereira; Claudio Fabiano Motta Toledo (CoG, 2022)

Feasible-Infeasible Two-Population Genetic Algorithm to evolve dungeon levels with dependencies in barrier mechanics. - Breno M. F. Viana; Leonardo T. Pereira; Claudio Fabiano Motta Toledo; Selan R. dos Santos; Sílvia M. D. M. Maia (Appl. Soft Comput., 2022)

Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elites. - Breno M. F. Viana; Leonardo T. Pereira; Claudio Fabiano Motta Toledo (CoRR, 2022)

A System for Orchestrating Multiple Procedurally Generated Content for Different Player Profiles. - Leonardo Tórtoro Pereira; Breno M. F. Viana; Claudio Fabiano Motta Toledo (IEEE Trans. Games, 2024)