Speaking of dungeon design, I'll toot my own horn a bit and sahre this article I wrote back in 2020:
https://felipepepe.medium.com/what-makes-a-good-rpg-dungeon-505180c69d00

The pitch is that while TTRPG dungeons are "system-agnostic" and have established design principles, in CRPGs they're fundamentally tied to each game's "verbs".

Comments