The Tomb of Miktrull is a large underground tomb in which the player acquires, and then learns how to use, Force Pull.
This level was all based around the player needing, learning and then using Force Pull. The entire space was based around the ability, and was inspired by the way Zelda Temples show players objects they cannot interact with yet, and then recontextualize those areas once the player gets the ability and returns with it.
I prototyped several puzzle elements I thought would be fun to use Force Pull on, and the one that kept sticking out was a simple cube that was on fire, and using it to burn obstacles while avoiding water. Breath of the Wild had recently been released and the chemistry engine in that game was a big inspiration for being able to create less scripted puzzles by making solid singular elements that interacted with each other, leading to multiple solutions. There were a lot of these elements, and it was when the Lead Level Designer suggested throwing one of the Candles into a Magnet to bypass a Waterfall that things started clicking into place. From there, all of the steps the player needed to know to solve the central puzzle had to be taught backwards individually.
Throughout the game we worked hard to make sure that the entire planet was in real world space (the 3D Map kept us honest), and so the final touch of taking the elevator all the way up and popping out to face the Weathered Monument was a nod to the excellent Firelink Shrine elevator in the first Dark Souls.