That depends somehow on the process being used. But given just one artist,... But being a small team does mean that it takes a long time to produce high-quality assets, meaning that you most likely don''t have the time/budget to make enough of them to fill up too much space.
(s)he may rather easily generate content in the gigs. Well, the perhaps most
simplest case here is in amping texture resolution. Going from 512k to 2048k.
And what about procedurally generate content? With a push of a button you can
for example triple the memory needed by generating the content in a, well,
more smooth fashion. Pretty easy to eat away the memory here, whether being
indie or not.
And being indie is about to change as well. It no longer means being super
small and low of money. Former AAA developers start creating their own
independent company, developers/artists who have the knowledge how to fill
gigabytes quickly.