Onegai shimasu (おねがい します) 🙇
One of the things I constantly see in the industry is stress. A lot of it. Much of it is early on in a person's career and it's usually about failing at something. Especially in young developers. Here's the ting: it's OK to fail. So long as you learn from your mistakes in order to never repeat the same mistake. The place to really make mistakes is in school because you will (or should) have a support network to help you figure our what you did wrong so as not to do it again. Google has a team where they're job is to fail:
The pros make mistakes all the time.
"Whaaaaat!?!? Lunacy!" I hear you say. It's true.
Most people, with untrained eyes, will never see the mistakes. It happens all the time, it's how you react to your mistake that will result in a good or bad outcome. I made a big one once. I used the wrong collision volume for an asset that was everywhere in a city scene we were building. The game went from 60fps to about 5fps after my submission. This was all due to a miscommunication on my lead's part. It took down the whole game studio wide for almost a day. We found Ethel problem and I redid the collision volume in 5 minutes and re-submitted. Problem solved.
There was no finger pointing, no accusations, no hiding or crying. Just people who wanted to solve the problem. And it's ok to feel like you screwed up. Everyone does. What is important is how you deal with the fallout. That being said, it's also important for how your teammates deal with it.
Now, it can get messy when everyone is crunching and nerves are frayed. It may be one of those times where you, or they, need to take a moment and step back. So long as everyone works to resolve the problem.
Remember, it's about the project. Not an individual or their ego.