Pluspunten
Been doing 2D character animation on one of our biggest match-3 games for a bit over three years now. Work splits between the smaller loops you see when characters are just hanging around in a scene, and the bigger reaction beats where you've got two or three seconds to make a character actually feel something. The hardest part is keeping the character feeling like themselves when you have to slim the rig down enough that the phone doesn't choke, and I've learned a lot from people on the team who've solved that one in different ways before me. Animators don't sit off in a corner here, you're close to game design and concept, the back-and-forth is real and constant. Belgrade office, I come in when it suits me, the rest from home.
Minpunten
Pipeline tools have improved a lot recently, but you do still hit a corner case here and there where the export step doesn't behave the way the rigging step had you thinking it would, and you spend half a day backtracking through your file.