That depends on sort of game you'll make. If it's something arcade-like with lots of degrees with some variations, creating a unmarried scene for gameplay and initializing it with exclusive parameters permit you to to be sure that there may be no particular tiers wherein you havesimply forgotten to add a few scripts or gadgets and their relations, which leads to accidental insects. obviously that manner does now not help while your tiers have no longer much in common. alternatively, making every degree to be a separate scene offers you two advantages: you could make each degree virtually special in evaluation to different ones. every now and then it's less complicated to make masses of levels manualy. So if to compare this two techniques: Making ranges as scenes is a straightforward way which takes long time to do and offers you plenty of monotonous however smooth paintings to do Making levels as one scene and initializing it with unique parameters is a extra reliable manner and might prevent plenty of time if you will find a manner to generate those ranges fast, but imposing initialization gadget is a chunk trickier in comparison to 'masses of scenes' technique. so that you must consider if unmarried-scene method will give you sufficient blessings, in any other case it's easier to spam those scenes for the god of scenes!