Dialogs taking into account experience, emotions and personality. - Anne-Gwenn Bosser; Guillaume Levieux; Karim Sehaba; Axel Buendia; Vincent Corruble; Guillaume de Fondaumière (DIMEA, 2007)

Dialogs Taking into Account Experience, Emotions and Personality. - Anne-Gwenn Bosser; Guillaume Levieux; Karim Sehaba; Axel Buendia; Vincent Corruble; Guillaume de Fondaumière; Viviane Gal; Stéphane Natkin; Nicolas Sabouret (ICEC, 2007)

Scaling the Level of Difficulty in Single Player Video Games. - Maria-Virginia Aponte; Guillaume Levieux; Stéphane Natkin (ICEC, 2009)

Difficulty in videogames: an experimental validation of a formal definition. - Maria-Virginia Aponte; Guillaume Levieux; Stéphane Natkin (Advances in Computer Entertainment Technology, 2011)

Measuring the level of difficulty in single player video games. - Maria-Virginia Aponte; Guillaume Levieux; Stéphane Natkin (Entertain. Comput., 2011)

Mesure de la difficulté des jeux vidéo. - Guillaume Levieux (2011)

Out of Context Augmented Navfields: Designing Crowd Choreographies. - Guillaume Levieux; Stéphane Natkin; Alexandre Topol (ICEC, 2012)

How to Analyse Therapeutic Games: The Player / Game / Therapy Model. - Stéphanie Mader; Stéphane Natkin; Guillaume Levieux (ICEC, 2012)

Designing tangible video games: lessons learned from the sifteo cubes. - Clément Pillias; Raphaël Robert-Bouchard; Guillaume Levieux (CHI, 2014)

An out-of-character approach to emergent game narratives. - Simon Chauvin; Guillaume Levieux; Jean-Yves Donnart; Stéphane Natkin (FDG, 2014)

Making sense of emergent narratives: An architecture supporting player-triggered narrative processes. - Simon Chauvin; Guillaume Levieux; Jean-Yves Donnart; Stéphane Natkin (CIG, 2015)

Design influence on player retention: A method based on time varying survival analysis. - Thibault Allart; Guillaume Levieux; Michel Pierfitte; Agathe Guilloux; Stéphane Natkin (CIG, 2016)

A Game Design Method for Therapeutic Games. - Stéphanie Mader; Guillaume Levieux; Stéphane Natkin (VS-GAMES, 2016)

Shape Similarity System driven by Digital Elevation Models for Non-rigid Shape Retrieval. - Daniela Craciun; Guillaume Levieux; Matthieu Montès (3DOR@Eurographics, 2017)

Protein Shape Retrieval. - Na Song; Daniela Craciun; Charles Christoffer; Xusi Han; Daisuke Kihara; Guillaume Levieux; Matthieu Montès; Hong Qin 001; Pranjal Sahu; Genki Terashi; Haiguang Liu (3DOR@Eurographics, 2017)

Difficulty influence on motivation over time in video games using survival analysis. - Thibault Allart; Guillaume Levieux; Michel Pierfitte; Agathe Guilloux; Stéphane Natkin (FDG, 2017)

From Objective to Subjective Difficulty Evaluation in Video Games. - Thomas Constant; Guillaume Levieux; Axel Buendia; Stéphane Natkin (INTERACT (2), 2017)

Dynamic Difficulty Adjustment Impact on Players' Confidence. - Thomas Constant; Guillaume Levieux (CHI, 2019)

delta -logit : Dynamic Difficulty Adjustment Using Few Data Points. - William Rao Fernandes; Guillaume Levieux (ICEC-JCSG, 2019)

Automated Evaluation of Game Experience based on Game Dynamics and Motives for Play. - Thomas Constant; Guillaume Levieux (CHI PLAY, 2022)

Difficulty Pacing Impact on Player Motivation. - William Rao Fernandes; Guillaume Levieux (ICEC, 2022)

Genetic-WFC: Extending Wave Function Collapse With Genetic Search. - Raphaël Bailly; Guillaume Levieux (IEEE Trans. Games, 2023)

UDock2: interactive real-time multi-body protein-protein docking software. - Cyprien Plateau-Holleville; Simon Guionnière; Benjamin Boyer; Brian Jiménez-García; Guillaume Levieux; Stéphane Mérillou; Maxime Maria; Matthieu Montès (Bioinform., 2023)

VTX: Real-time high-performance molecular structure and dynamics visualization software. - Maxime Maria; Simon Guionnière; Nicolas Dacquay; Cyprien Plateau-Holleville; Valentin Guillaume; Vincent Larroque; Jean Lardé; Yassine Naimi; Jean-Philip Piquemal; Guillaume Levieux; Nathalie Lagarde; Stéphane Mérillou; et al. (CoRR, 2025)