Hello,
@Megalomaniak is right...to model assets like some machine, the car, the space ship,etc....always in multiple pieces :)
.....but as for SubD workflow...I personally would not use it for none assets in the game....why?.....in my opinion....poor workflow....too heavy for real-time models,stretching issues, with a slower computer unusable....it fits more for static things, highpoly models, animated movies....in the game industry, it's hardly ever used ( mostly use a displacement driven tesselation )
...I recommend you use manual modelling with big help with NURBS surfaces-curves, convert to mesh,bevel,offset edge slide,extrude,inset face,booleans(BoolTool addon),mirror,Auto Smooth,etc.
.....you then get model ready for bake ao,additonal detailed normals ( for example scratches),cavity
....start with curves or create curves/profiles in Inkscape and import svg to Blender
.....extrude edges
....add another piece :)
.....(optional)delete unnecessary faces
