One recommandation, though.
Try to work directly in triangles as some exporter may do a bad job in splitting your quads.
I see you also have n'gons. Be careful with that as well, as you cannot predict how they will be triangulated. Imagine a hexagone, when triangulating you may finish with a lot of different topologies, some resulting in very "narrow" triangles ... creating UV's or hard edges problems. The same will apply when you'll rig and animate your character. I tend to add always a vertex in the centre of n'gons (hexa/octogons) so to have a kind of regular triangles surface. Help a lot in the painting phase (painting skin or texturing).
So triangulate your model as soon as you go to the detailling stage. You may have to invert triangles and refine the soft/hard edges configuration. But I least you're sure the result will be what will be appearing in your game engine. And at least you see where are your 4000 triangles and if they are placed where it's necessary.
Otherwise, looks good so far ...
Cheers,
Guyb