I love worldbuilding, so I usually do a lot of it for my stories, but it varies from comic to comic.
Grassblades, for example, has pretty sparse worldbuilding. I know enough of the structure of the world (political systems, belief systems, the presence of supernatural beings, etc.) to be able to tell the story well, but it is heavily centered on its characters, so I haven't gone all out with the worldbuilding. I could have spent months inventing systems of currency and drawing detailed maps, but I didn't, because those things aren't relevant to the story. Also, some things get invented as I go along, but it's mostly smaller things - like costume designs for secondary characters, or the architecture of specific castles the main characters pass through, etc.
With my other projects, though, I tend to worldbuild a lot. I spend ages crafting political systems and histories of political conflict, determining the level and type of technology present, magic systems of there are any, economic frameworks, trade routes, layouts of cities, ethnic conflicts, religions, how the military functions, what are the societal norms in these places, architectural styles, ruins of older civilisations, and so on and so forth.
I just... I love building imaginary worlds. It's so much fun. I love feeling like the worlds I read about in other people's stories are solid, like they're going to go on beyond the limits of the story - I love feeling like they're more than a stage-set - so I strive to do the same for my readers.
However, I try to center everything on the characters I'm telling the stories about. I don't spend ages inventing an economic system if it won't be relevant to a character or a storyline. I don't invent fictional religions if I won't have a character in the story who is a believer in, or is introduced to, that religion.
One of the biggest challenges with building worlds is that you have to stop yourself from telling the readers everything. It doesn't matter how much you love this thing you invented - if it gets in the way of the story, you shouldn't bore readers with talking about it. Bring it up if it's relevant, but for the love of all things holy, don't do info-dumps. No one wants three pages of monologue about currency and economy, if what they're there for is seeing your characters go on an adventure.