Let me tell you how this usually goes. Studio builds a game. Gameplay feels great in internal testing. Small multiplayer sessions work fine - a few people in the office, maybe a closed beta with a few hundred players. Everything looks solid. Launch day hits, real player load arrives, and within six hours the team is staring at dashboards they don't fully understand trying to figure out why sessions are desyncing and servers are falling over. It's not bad luck. It's not even bad engineering necessarily. It's the result of architectural decisions that were made - or avoided - when the team was focused on making the game fun rather than making the infrastructure survivable. Those two things need to happen in parallel. Most studios treat them sequentially. That's the core problem. The State Synchronization Assumption That Kills Projects Single-player game development teaches you habits that are actively dangerous in multiplayer.…