Let's take a look at that closer. A small team is a key to all other rules. 2-5 people are much easier to be self-manageable, there are people keeping their back, and it's still small enough to take into account every team-member suggestions or ideas.
It starts to be more essential because a middle-sized and larger team has to be managed somehow, and there is not really much that you could use other than doing some tasks and paperwork. Without it, management would be a nightmare and the team would not be able to deliver in time and quality. Writing docs takes a lot of time, and moreover, it makes the designer design in his mind rather than in the actual game making additional mistakes. "No docs approach" means more real-time communication in the team, which eventually results in more things done in the build itself and less time spent on paper.
A small team means limited resources, which is clearly visible to all teammates and makes them come up with the decisions on spending less time on what someone has already done, like plugins, previous assets, asset stores and etc. This allows the team to get their assets "Already done" which speeds things up dramatically.
Following this logic, we see that the best set-up for a Hyper-casual team would be:
- 1 Game-Designer\PM
- 2 Programmers
A hit game could be build without any additional art, and that is not an assumption but already a fact. I don't say its the only or the best way, let's just keep it for simplicity for now.
This way a scheme of a unit would look like this: