Dynamesh is a cool recent addition to ZBrush and I think that you will see it used more in the game pipeline. I’m currently working on a character (part human, part animal) that began with a base mesh in Maya for the body and separate meshes for the tail, horns, etc. I can “fuse” the separate meshes in ZBrush using Dynamesh easily. Dynamesh allows you to “experiment” with shapes in a way that was difficult before (but note that in a studio pipeline you will follow the concept given to you). But the high resolution sculpt must be made into a game mesh (with proper topology based on poly count budgets and animation deformation).
Many character artists use TopoGun for retopologizing--it has some great new features (I also have 3DCoat). I will sometimes bake polypainting (TopoGun, XNormal, and other programs allow polypainted pixel baking) before UVing. I don't know of too many game character artists that retopologize in ZBrush. I never UV in ZBrush (but sometimes I will "slop" on some quick UVs for polygroup selection purposes for easier sculpting of fingers, etc.). The recent insert mesh and curves insert mesh brushes in ZBrush will probably get used more in game art (for pockets, belting, etc.), but sometimes it is just quicker to model in Maya or Max. Sculpting folds in clothing is a lot easier in ZBrush. Hard surface character artists will typically not use ZBrush as much as organic character artists (mainly to do some hard surface "shaping," although I know some artists are using it more for hard surface stuff lately). I prefer using TopoGun, 3D-Coat, or curve-lofting in Maya/Max instead of ZBrush "extractions" to make armor or other accessories (it is hard to get nice edge flow with extraction and if you have to retopo you might as well just use TopoGun, 3D-Coat, or similar program). A mobile games studio near me uses ZBrush for a few things in their pipeline, but as noted by others, not a lot.