One of the mistakes in game production I’ve done is to require excellent quality for all the tiny details. This has happened years ago, and hopefully I’ve learned from the past. While the habit of making things work perfect can be fine in certain situations (polishing the core gameplay for example), that doesn’t mean you should follow the same guideline everywhere.
Here’s a practical example: Our Edoiki game characters. First when the characters were textured it was good to remind that they won’t be seen very close, and making very tiny details in the texture simply is not a good idea. While it might be cool to have detailed Japanese symbols, it doesn’t make much sense since nobody is going to see them anyway. Same goes with the animations that are currently in progress. There’s no point perfecting how the chin (for example) needs to move since the game camera won’t see it anyway. Making certain small details in the animations simply would be waste of time – some of them are good, some of them might be waste of resources.
That’s where you need to set a limit for the quality. For some artists who demand to create perfect characters this might be a tough issue, but it’s the producer’s job to explain that they won’t be seen anyway (don’t count on them to believe this – some people will continue doing the work anyway explaining “but I *know* it’s there”).
Some professionals simply won’t accept low level of quality, but it’s the producer’s job to set the limits. Even if it seems “low quality” for the team member, it might mean “the best possible quality” for the project.
Set the limits for quality, and you’ll do a favor for your project.