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In level design, the PACING of a level refers to which?

AFrames-per-second budget per second of play
BTotal walking distance in metres from start to end
CAlternation of tension peaks and rest beats over time
DCounts of unique enemy types per area in level
Answer & Solution
Correct answer: C. Alternation of tension peaks and rest beats over time
Schell + Hocking GDC talks: pacing alternates intensity (combat) and lulls (exploration / story) so players don't fatigue. Like film structure.
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