I wanted to make a dungeon for my Archery game and tought it would be interesting to create a 3 Dimensional version of the BSP dungeon algorithm.
So first I created the 2D version of the BSP dungeon so that I fully understood how it worked before creating the 3D version.
2D BSP Dungeon (DebugLines used to display the rooms and hallways)
Here is the final result, the next step would be to procedurally fill the rooms using Wave Function Collapse for example.