In Search for the Human Factor in Rule Based Game AI: The GrinTu Evaluation and Refinement Approach. - Swen E. Gaudl; Klaus P. Jantke; Rainer Knauf (FLAIRS, 2009)

The Good, the Bad and the Ugly: Short Stories in Short Game Play. - Swen E. Gaudl; Klaus P. Jantke; Christian Woelfert (ICIDS, 2009)

Taxonomic contributions to digital games science. - Klaus P. Jantke; Swen E. Gaudl (ICE-GIC, 2010)

Behaviour oriented design for real-time-strategy games. - Swen E. Gaudl; Simon Davies; Joanna J. Bryson (FDG, 2013)

Emotionally Driven Robot Control Architecture for Human-Robot Interaction. - Jekaterina Novikova; Swen E. Gaudl; Joanna Bryson (TAROS, 2013)

Extended ramp goal module: Low-cost behaviour arbitration for real-time controllers based on biological models of dopamine cells. - Swen E. Gaudl; Joanna J. Bryson (CIG, 2014)

A methodology for requirements analysis of AI architecture authoring tools. - April Grow; Swen E. Gaudl; Paulo Gomes; Michael Mateas; Noah Wardrip-Fruin (FDG, 2014)

Learning from Play: Facilitating Character Design Through Genetic Programming and Human Mimicry. - Swen E. Gaudl; Joseph Carter Osborn; Joanna J. Bryson (EPIA, 2015)

Semi-automated level design via auto-playtesting for handheld casual game creation. - Edward Jack Powley; Simon Colton; Swen E. Gaudl; Rob Saunders; Mark J. Nelson (CIG, 2016)

Building robust real-time game AI: simplifying & automating integral process steps in multi-platform design. - Swen E. Gaudl (2016)

Wevva: Democratising Game Design. - Edward Jack Powley; Mark J. Nelson; Swen E. Gaudl; Simon Colton; Blanca Pérez Ferrer; Rob Saunders; Peter Ivey; Michael Cook 001 (AIIDE, 2017)

Mixed-Initiative Approaches to On-Device Mobile Game Design. - Mark J. Nelson; Simon Colton; Edward Jack Powley; Swen E. Gaudl; Peter Ivey; Rob Saunders; Blanca Pérez Ferrer; Michael Cook 001 (MICI@CHI, 2017)

Fluidic Games in Cultural Contexts. - Mark J. Nelson; Swen E. Gaudl; Simon Colton; Edward Jack Powley; Blanca Pérez Ferrer; Rob Saunders; Peter Ivey; Michael Cook 001 (ICCC, 2017)

Curious users of casual creators. - Mark J. Nelson; Swen E. Gaudl; Simon Colton; Sebastian Deterding (FDG, 2018)

A Parameter-Space Design Methodology for Casual Creators. - Peter Ivey; Blanca Pérez Ferrer; Rob Saunders; Swen E. Gaudl; Edward J. Powley; Mark J. Nelson; Simon Colton; Michael Cook 001 (ICCC, 2018)

The extended ramp model: A biomimetic model of behaviour arbitration for lightweight cognitive architectures. - Swen E. Gaudl; Joanna J. Bryson (Cogn. Syst. Res., 2018)

Exploring Novel Game Spaces with Fluidic Games. - Swen E. Gaudl; Mark J. Nelson; Simon Colton; Rob Saunders; Edward Jack Powley; Peter Ivey; Blanca Pérez Ferrer; Michael Cook 001 (CoRR, 2018)

Agile Behaviour Design: A Design Approach for Structuring Game Characters and Interactions. - Swen E. Gaudl (CoRR, 2018)

A Genetic Programming Framework for 2D Platform AI. - Swen E. Gaudl (CoRR, 2018)

Rapid game jams with fluidic games: A user study & design methodology. - Swen E. Gaudl; Mark J. Nelson; Simon Colton; Rob Saunders; Edward Jack Powley; Blanca Pérez Ferrer; Peter Ivey; Michael Cook 001 (Entertain. Comput., 2018)

Towards Simulated Morality Systems: Role-Playing Games as Artificial Societies. - Joan Casas-Roma; Mark J. Nelson; Joan Arnedo-Moreno; Swen E. Gaudl; Rob Saunders (ICAART (1), 2019)

Instinct: A biologically inspired reactive planner for intelligent embedded systems. - Robert H. Wortham; Swen E. Gaudl; Joanna J. Bryson (Cogn. Syst. Res., 2019)

A Low Cost Series Elastic Actuator Test Bench. - Oliver Smith; Swen E. Gaudl (TAROS, 2020)

Walking Through Virtual Doors: A Study on the Effects of Virtual Location Changes on Memory. - Paul Watson 003; Swen E. Gaudl (ICAT-EGVE, 2021)

Many-objective population visualisation with geons. - Marius N. Varga; Swen E. Gaudl; David J. Walker (GECCO Companion, 2021)

The Barriers of the Assistive Robotics Market - What Inhibits Health Innovation? - Gabriel Aguiar Noury; Andreas Walmsley; Ray B. Jones; Swen E. Gaudl (Sensors, 2021)

Ragdoll Recovery: Manipulating Virtual Mannequins to Aid Action Sequence Proficiency. - Paul Watson 003; Swen E. Gaudl (VR Workshops, 2022)

A Case Study Using Virtual Reality to Prime Knowledge for Procedural Medical Training. - Paul W. L. Watson; Samuel House; Robert Hart; Jonathan Abbas; Sheena Asthana; Swen E. Gaudl (INTERACT (4), 2023)

Signal Sparsity Considerations for Using VAE with Non-visual Data: Case Study of Proximity Sensors on a Mobile Robot. - Oksana Hagen; Swen E. Gaudl (AREA, 2024)

Traveling Arts x HCI Sketchbook: Exploring the Intersection Between Artistic Expression and Human-Computer Interaction. - Makayla Lewis; Miriam Sturdee; Denise Lengyel; Mauro Toselli; John Miers; Violet Owen; Josh Urban Davis; Swen E. Gaudl; Lanxi Xiao; Ernesto Priego; Kim Snooks; Laia Turmo Vidal; et al. (CHI Extended Abstracts, 2024)

Insights from Co-Design of Underwater Telepresence and Extended Reality Technologies with Digitally Excluded Older Adults. - Oksana Hagen; Marius N. Varga; Rory Baxter; Ray Jones; Amir Aly; Dena Bazazian; Swen E. Gaudl; Alejandro Veliz Reyes (ICT4AWE, 2024)

Sonic Dancer: A Low-Cost, Sound-Based Device to Explore Shared Movement and Dance Through Generative Live Soundscapes. - Swen E. Gaudl; Silvia Carderelli-Gronau (Interactions, 2024)

An Interpretable Machine Learning Model for Meningioma Grade Prediction. - Ali Golbaf; Damjan Veljanoski; Prutha Chawda; Swen E. Gaudl; C. Oliver Hanemann; Emmanuel C. Ifeachor (BIOSTEC (2): HEALTHINF, 2025)

Towards a Modular Compliant Actuator Toolkit. - Oliver Smith; Swen E. Gaudl; Pablo Borja 001 (TAROS, 2025)