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How to Build an In-House Development Team from Scratch

Practice4 min

In short

Start with an experienced tech lead who owns architecture and hiring, then add developers for the product's immediate needs, and set up processes and onboarding before the team grows.

Where to start

Your first hire should not be the cheapest developer but a tech lead — someone who can write code, make architectural decisions and evaluate candidates. Without one, you risk hiring people nobody can guide and ending up with code that has to be rewritten later.

Before hiring, answer three questions:

  • What exactly will the team do in the next 6-12 months: a new product, maintaining an existing one, integrations?
  • Which stack fits those tasks — best chosen together with the tech lead.
  • Are you ready to manage a team as an ongoing cost, not a one-off project?

Hiring order

A typical sequence for a small product:

  1. Tech lead / senior full-stack — architecture, stack, early decisions, help with hiring.
  2. One or two developers for the main workload (backend, frontend or mobile, depending on the product).
  3. QA — once releases become frequent and developers testing by hand starts slowing things down.
  4. Designer — full-time or part-time, if the interface matters for the product.
  5. Product manager — when there are more tasks than you as the owner can prioritize.
  6. DevOps — often the tech lead or an external specialist covers this role at first.

Do not hire everyone at once. Add each next person when you see a specific bottleneck.

Small team structure

SizeCompositionWho leads
2-3 peopletech lead + developerstech lead and owner
4-7 people+ QA, designertech lead + product manager
8+ peopleseveral product groupsengineering manager, group leads

While the team is small, extra hierarchy only gets in the way. What matters more is that every task has a clear owner.

Salaries as a budget line

Salary is only part of the cost. Plan for the full cost of an employee:

  • salary and taxes;
  • hiring: interview time, recruiter fees;
  • hardware, licenses, cloud services;
  • office or remote work allowances;
  • training and conferences;
  • onboarding time, when a newcomer is not yet fully productive.

Budget at least a year ahead: a team assembled for three months cannot be disbanded and rebuilt quickly without losses.

Onboarding

Good onboarding shortens the time to the first useful task. The minimum set:

  • documentation: how to run the project locally, architecture, coding conventions;
  • access ready on day one: repository, task tracker, chats, environments;
  • a first task that is small and real, reviewed by an experienced colleague;
  • a mentor for the first weeks;
  • a check-in after a month: what is unclear, what gets in the way.

Processes from day one

Even a team of three needs basic rules:

  • Git flow and code review — no code reaches main without review.
  • A task tracker and a clear, prioritized backlog.
  • Short regular meetings: planning, syncs, retrospectives.
  • CI/CD — automated tests and deployment so releases do not depend on one person.
  • Documented decisions — why a particular approach was chosen.

Common mistakes

  • Hiring only junior developers to save money — without a mentor they work slowly and pile up technical debt.
  • Expecting results in the very first month.
  • Not giving the tech lead a say in hiring.
  • Keeping all knowledge in one person's head.
  • Rejecting outside help entirely: at the start, a hybrid model (own team + contractor) often reduces risk.

FAQ

When development is a permanent part of the business, the product evolves for years and you want to build expertise inside the company. For one-off projects and a quick start, a contractor is usually simpler.

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