-While blocking out a level, I purposefully iterate with the idea of tension and release in mind, as to allow the player to have moments of stress then release. I believe that having these moments engages the player to fully interact with a space and spend more time in them.
-By utilizing level beats as a design method, this allows me to create moment-to-moment gameplay and narrative points, which allows for not only the level to feel engaging, but also keeps narrative cohesion.