Perhaps Robert Nystrom's Game Programming Patterns fits your bill, as it discusses high and low level patterns. [https://gameprogrammingpatterns.com/contents.html]
The Architecture of Open Source Applications: Volume 1 book has a chapter on the game Battle for Wesnoth . [https://aosabook.org/en/v1/wesnoth.html]
I found Chris Deleon's Hands-On Intro to Game Programming in HTML5 a helpful book of graduated exercises that also demonstrates how to reuse components of previous games. [https://gamkedo.gumroad.com/l/hands-on-game-programming] It is, however, somewhat expensive and I only sprung for it as part of a larger bundled deal. I imagine that you could find similar works, or it might not jive with you. His udemy course, using this as the text, has a preview video. [https://www.udemy.com/course/how-to-program-games/#instructo...]
Perhaps other communities, focused on this topic, might provide better answers [https://www.reddit.com/r/gamedev/]
Regarding design, Vlambeer (Rami Ismail and JW Nijman) is kind of the template of the contemporary indie game. Watch their talks.
HN frequently links to stuff that could appear on "Awesome X" lists on GitHub but I don't personally find it very useful.
Honestly you will not find good books about these things. Games culture writing almost entirely falls into the wrong side of cultural materialism: since the vast majority of game creators are still living, talking about them is marketing. Marketing is survival. It's very hard to have a negative subjective opinion about anything to do with games, including engineering and design, and participate in the gaming ecosystem. All of the games industry operates, essentially, under the "Banning the Negative Book Review" (https://www.nytimes.com/2013/11/30/opinion/banning-the-negat...) premise, in a Darwinian way.
So like if it's a book by a game creator... At the end of the day, they have to promote their game. If they were dead, and someone else were writing about it, okay, the bad stuff won't be omitted, it will be authentically bad. It won't be mea culpa or here's-what-I-learned badsplaining. But that doesn't happen because everyone is still alive.
This is difficult to express because there isn't a succinct humanities idea for this - it's cultural materialism, but that covers a lot of ground - but it is the reason you can't just like, find a book about game development that is mind-bendingly good. It's why there isn't an idea as succinct as The Hero's Journey for games like there is for books. You have to accommodate any and all ideas for making games, not because there's no objective truth to it (there is), but because you might make someone's thing less marketable.
I pulled it out recently and it still has its usefulnes.
Probably exactly what I was looking for.
Thank you very much. :)
Out of curiosity, would principles about how to structure code be different in games vs other software?