From Artistry to Automation: A Structured Methodology for Procedural Content Creation. - Timothy Roden; Ian Parberry (ICEC, 2004)

Designing a narrative-based audio only 3D game engine. - Timothy Roden; Ian Parberry (Advances in Computer Entertainment Technology, 2005)

Clouds and stars: efficient real-time procedural sky rendering using 3D hardware. - Timothy Roden; Ian Parberry (Advances in Computer Entertainment Technology, 2005)

Experience with an industry-driven capstone course on game programming: extended abstract. - Ian Parberry; Timothy Roden; Max B. Kazemzadeh (SIGCSE, 2005)

Portholes and planes: faster dynamic evaluation of potentially visible sets. - Timothy Roden; Ian Parberry (Comput. Entertain., 2005)

The art and science of game programming. - Ian Parberry; Max B. Kazemzadeh; Timothy Roden (SIGCSE, 2006)

Procedural generation of stylized 2D maps. - Mores Prachyabrued; Timothy Roden; Ryan G. Benton (Advances in Computer Entertainment Technology, 2007)

Toward mobile entertainment: A paradigm for narrative-based audio only games. - Timothy Roden; Ian Parberry; David Ducrest (Sci. Comput. Program., 2007)

Adding handheld game programming to a computer science curriculum. - Hollie Boudreaux; Jim Etheredge; Timothy Roden (GDCSE, 2008)

Growing a computer science program with a focus on game development. - Timothy E. Roden; Rob LeGrand (SIGCSE, 2013)

Experiences teaching a course in Android game development. - Timothy E. Roden; Rob LeGrand (FDG, 2014)

Development of a smart insole tracking system for physical therapy and athletics. - Timothy E. Roden; Rob LeGrand; Raul Fernandez; Jacqueline Brown; James Deaton; Johnny Ross (PETRA, 2014)