Next, I focused on how the player would understand where to go without relying on markers or a map.
I used level design tools such as landmarks, framing, symbols, sightlines, lighting, breadcrumbing, color coding and more to guide the player through the level and help them create a mental map of it.
I also used bait & switching to make traversal more interesting: funneling the player to an obvious goal, only to find the way forward closed, and upon turning back, having the new perspective reveal an alternate path (see below).