So your game will have multiple levels with low level prefabs but should the entire level be a prefab or saved into it’s own scene.
So multiple scenes per level e.g. UI Scene, Player Scene, Level Scene or Prefabs?
Lets say you have a multi level game with a common player and UI across levels what components should be scene based and what prefab based and what impact will this have on game memory size?
Honestly, it really depends on what kind of game you are making and what your team composition is. Also how your ‘game data’ is setup: A battle card game like Hearthstone is going to have a very different Scene/Prefab setup to a open world game like Valheim or a physics mobile game like Angry Birds 2.
The setup I typically see on a level-based game (and we are currently using the same approach on an unannounced project):
Scene_Persistent
Holds all of your important stuff you likely don’t want to runtime unload when moving between ‘Levels’ like Character HUD, Rendering Camera, Player Character, etc.
Game Designer, Developers
Scene_LEVELNAME_Geo
Holds all the level meshes, etc.
Environment Artist
Scene_LEVELNAME_Lighting
Lights, Skybox, Post Processing, Reflection Probes, Light Probes, etc.
Lighting Artist, Tech Artist
Scene_LEVELNAME_Mechanics
Holds all ‘systems’ that are part of a particular level. For example; an interactive puzzle that has a result like a door opening somewhere.
Game Designer, Developers
Scene_LEVELNAME_VFX
Environment VFX
Tech Artists, VFX Artists
We use this as it fits our team structure and focuses (and avoid merge conflicts as much as possible). Each scene contains sub-prefabs for different parts/sections to work individually.
Disclaimer: YMMV when using this. Obviously not every game fits into this structure.