One character has to work as a small roster icon, a rigged in-game sprite and a store banner. Artwork drawn for any one of those rarely survives the other two.
Arizing Pixel plans 2D character illustration around every output the character will appear in. Line weight, silhouette and palette are tested at the smallest size first, then the artwork is built in separated layers with joints, overlaps and hidden geometry already drawn, so rigging in Spine or Unity needs no redraw. Expression sets, outfit variants and marketing crops come out of the same source file.
Ordering 2D character illustration this way means one asset set covers gameplay, interface and campaign work.