When designing UI screens, do you have bigger scenes or more smaller scenes?

I tend to lean towards factoring out anything I reasonably can. Helps to compartmentalize elements contributing to the thing, so I can worry about them solely in isolation.

E.g. if I have a list of something within a larger scene, not only items are separated (which is basic, since they are repeatable), but the list itself is likely to be its own component as well. With explicit API for managing items.

Am I weird? 🤔

@yurisizov I think that's the proper way to do it!
I've done a lot of web single page application stuff before (Vue, React) - the general convention there is to build small components (not necessarily reusable, purpose-built is fine) and compose your UI from those. I've found this translates basically one to one into Godot in a very natural way
@Ry Aye, Godot's scenes are pretty much the same component model as you'd find on web these days. I apply the same principle on web as well :)