dangit i have been ninja'd three times now but oh well nice cat gunin
Precise proportions only really matter if you're drawing realistically, but it's always worth keeping the relative proportions in mind, i.e. whether you're messing with them or not. As i've both heard and later mentioned myself, it's easier to stylize reality when you know how it looks. :v
Also, drawing from life/photos and stuff is always a good idea, and as always,
Andrew Loomis has valuable input. I was also told/taught a few things about it during arting course, but uh... I've forgotten the specifics. Basically, there are five dividing lines in the full human stature: Top of head, nipples, bottom of crotch, knees and feet. They should be pretty much evenly spaced, and ideally if you're unlike me and actually know what you're doing, the lines should be perpendicular to the center line. I just wing it and say "ok legs and upper body are about equally long" and go from there, but i'm not exactly a role model for good drawing practices.
Besides that, well...
GIANT HIPS
Use a gorillion circles to specify the important bits and have a swooshyline to loosely follow? After that, you should be able to figure out the outline. All this is MOSTLY aimed at regular drawing, but i can assure you, all principles of drawing make themselves relevant in pixel art as well. The biggest difference between pixeling and pencilling is that you have MUCH more fine control over the pixels in the former, so people are probably going to be infinitely more nitpicky.
Wait... Shook does commissions?
...
Is it time for a game with Shook art then?
Oh yes, although i still need to make a proper pricing chart. As for the game thing, Egan nailed it, although i can almost guarantee that it's not going to be the last game that i participate in the creation of, whether it be solo, duo, freelance or part of a bigger yet tightly knit team. :v