Silhouette first, detail last
The test for a children's character is whether it reads in solid black at thumbnail size. If two characters in the same book share a silhouette, young readers confuse them regardless of how different their faces are — and a cover has roughly one second to register on a retail grid.
So design starts in silhouette, at small size, in monochrome. Costume, colour and detail come after the shape is proven. It is the least glamorous stage of the process and the one that most reliably separates a character that works from one that merely looks nice on the first drawing.
Construction is what makes a character repeatable
Animation demands that a character be drawn thousands of times, by different hands, and stay on-model throughout. The discipline that makes that possible is construction: defined proportions in head-heights, a consistent underlying form for the head at any angle, fixed relationships between features, and rules for how the character deforms in motion.
Applying that to books means your character does not subtly change across a forty-illustration title, and does not drift between book one and book four. It also means a second illustrator can pick the character up later without the seam being visible.
The style bible is the actual asset
For a series, a licensing programme or an adaptation, the valuable deliverable is not the individual drawings — it is the documented system that generates them. Turnarounds at the key angles, an expression sheet covering the emotional range the story needs, a construction guide with proportions and rules, colour specification with print and screen values, scale comparisons across the cast, and do-and-do-not examples.
That package transfers to you. It is what protects the property if the series continues, extends into merchandise, or moves to another medium.