Associate producer · Double Eleven · making games in KL

I produce gamesthat ship.Currently live-ops onRust Console Edition.

I'm an associate producer at Double Eleven. My job? Keep a huge live survival game shipping. That means wrangling engineers, designers, QA and a very loud community across two studios, and helping Rust leap onto next-gen consoles. Massive puzzle. I love it.

status: shipping (always) · since: may 2023 · platform: ps5 / xbox series x|s · studios: uk + kl · playing: 20+ yrs

About

Hi, I'm Zarifah. I've been a gamer for over 20 years, so building games for a living is basically the dream job. I'm now an associate producer at Double Eleven, the studio behind Rust Console Edition. My route here was a little unexpected: I started in commerce and accounting (a BCom from the University of Auckland, plus ACCA), then spent a few years in project management and venture building at Boustead. Turns out shipping products and keeping a room full of stakeholders aligned is exactly what a producer does all day. So I made the jump to games and never looked back.

Live games never sleep. The calendar is fixed, the players are always watching, and something always needs deciding. That's my happy place. Before Rust, I led a product launch that pulled 20,000+ downloads in a single month, so shipping under pressure is kind of my thing. Now I turn giant roadmaps into real, dated milestones, keep teams in two countries rowing the same way, and make the tough calls when something has to give.

Projects timeline

Rust on console: the ride so far.

Rust Console Edition ships on its own roadmap, separate from PC, with an update almost every month. Here are the highlights during my time on the title, from joining on Gen 8 in 2023 to the Gen 9 launch for PS5 and Xbox Series and World 2.0. A numbered patch still lands almost every month between these.

2023 · joined in May

Joined a live game

Gen 8 (PS4 / Xbox One) · a release almost every month
A player riding a decorated horse in Rust Console Edition, with horse gear shown in the interface
Rust Console Edition · Horsepocalypse, rideable horses (August 2023)
May–July. Joined Double Eleven and learned the live-service machine before taking on delivery.
August (Horsepocalypse). My first release on a big content update: rideable horses, NPC missions, farmable road signs and a monument restructure. Dev Blog 20 ↗
Plus monthly bug-fix and QOL patches, and community servers, through year-end.
2024

Hitting my stride

Gen 8 · a release almost every month
A tugboat crewed by players on the water in Rust Console Edition, with snow-capped hills behind
Rust Console Edition · Tugboats, Aquageddon Act Two (June 2024)
February (Underground Assault). Military Tunnels, a wave of new weapons and mods, Night Vision Goggles, 3.5k maps and a wounded state. Dev Blog 25 ↗
May–June (Aquageddon & Act Two). Submarines and Underwater Labs, then drivable Tugboats as floating mobile bases in Act Two. Dev Blog 28 ↗ · Act Two ↗
August–September (Industrial Update, Phases 1 & 2). A full automation suite: pipes, conveyors, splitters and combiners, electric furnace, industrial crafter, plus Softcore and Hardcore modes. Dev Blog 31 ↗ · Part 2 ↗
Plus a January performance update, monthly bug-fix and QOL patches, and community and Halloween updates.
2025 · the big year

Next-gen launch

Gen 8 → Gen 9 launch (June) → new-gen live ops
Official key art for Rust Console Edition's Tactical Warfare update, showing armed characters in combat
Rust Console Edition · Tactical Warfare (October 2025)
milestone · Gen 9 launch, June 2025
June (Gen 9 Launch + Air Update). The big one: a native next-gen build for PS5 and Xbox Series S and X, shipped alongside the Air Update. Dev Blog 40 ↗ · Trailer ↗ · First look ↗
August (Modular Vehicles). The Junkyard monument, modular vehicles, motorbikes and pedal bikes, dynamic NPC vendor pricing and more. Dev Blog 42 ↗ · Trailer ↗
October (Tactical Warfare). The Abandoned Military Base, MLRS, RC drones, five new weapons, a new recoil system and updated view models. Dev Blog 44 ↗ · Trailer ↗
Plus the Gen 8 wind-down (Jan–May QOL and a fishing update), monthly Gen 9 patches, the Arctic Update and seasonal events.
2026

New-gen live ops

Gen 9 · monthly cadence → World 2.0
A Rust Console Edition landscape from the World 2.0 overhaul, with new rock formations and a woodpile
Rust Console Edition · World 2.0, new rock formations and woodpiles (2026)
April (World 2.0 Part 1). The map overhaul: bigger 4.5k maps, new rock formations, reworked cliffs and rivers, new canyons, lakes, oases and woodpiles. Dev Blog 50 ↗ · Trailer ↗
May (5-year anniversary). Rust Console Edition turned five, with anniversary skins and a QOL patch. Dev Blog 51 ↗
June (World 2.0 Part 2). Caves, Radtown, Radioactive Water and the Water Well Update. Dev Blog 52 ↗ · Trailer ↗
Plus monthly performance and QOL patches, with more World 2.0 content rolling out through the rest of the year.

Expertise

So what does a producer even do?

Short version: I'm the person making sure a build actually ships. Here's the behind-the-scenes stuff.

01

Live-service production

Running a game that never stops. Roadmaps, update schedules, and the wipe cycle that keeps Rust ticking.

02

Milestones & releases

Turning a giant wishlist into real dates and real builds. And holding the line when the clock won't budge.

03

Distributed teams

Keeping our UK and KL teams in sync across time zones, handoffs and the odd early-morning call.

04

Agile delivery & tooling

Sprints, stand-ups and a living backlog. I run delivery on Scrum and Kanban, and keep everything visible in Jira and Confluence.

05

Keeping everyone in the loop

Talking to every team, platform and partner so nobody's left guessing what the plan is.

06

Picking what matters

What's in, what waits, what gets cut. Honestly, saying no is half the job.

07

Mentoring & team health

Bringing newer teammates up to speed, smoothing cross-discipline handoffs, and keeping the team unblocked and happy.

08

Risk & problem-solving

Spotting the blocker before it bites. Tracking dependencies, managing risk and keeping a release on the rails.

09

Getting it launch-ready

Pushing builds through testing, the public test branch and platform checks all the way to a clean launch.

Experience

Where I've worked.

From finance and venture building to producing a live game. The throughline: shipping things on time.

The games leap · current
May 2023 – Present · Full-time · Malaysia

Associate Producer

Double Eleven

Producing Rust Console Edition through nonstop live updates and its big next-gen launch on PS5 and Xbox Series X|S.

Boustead Group

2019 – 2023 · Malaysia

One group, four roles. I joined as a trainee and worked my way up to analyst, moving from group strategy into the digital-ventures arm along the way.

2023
Analyst, Investment & Ventures
Boustead Digital Services

Sized up investments and new ventures: financial feasibility, market research, and pitching the cases to the investment committee.

2022
Business Analyst, Digital Transformation
Boustead Digital Services

Wore the product manager and project manager hats on a venture build. Took it from idea to launch with Agile, and the go-to-market hit 20,000+ app downloads in its first month.

2020 – 2021
Executive, Group Reinvention & Strategy
Boustead Holdings Berhad

Project-managed "Reinventing Boustead," a 50+ initiative turnaround that helped the group swing back to profit after three years of losses.

2019 – 2020
Trainee, Corporate Planning
Boustead Holdings Berhad

Where it all kicked off. Analysis, valuations and five-year business planning, and my first real taste of working life. (This was my PROTÉGÉ placement.)

Education

Where I studied.

The accounting era, before the plot twist into games.

2016 – 2017

Bachelor of Commerce (BCom)

The University of Auckland

Majored in Accounting. The number-crunching years.

2018 – 2020

ACCA (professional level)

UOW Malaysia KDU

Chartered accountancy studies. Spreadsheets: officially mastered.

Achievements

A few wins.

Receipts from before the games chapter.

2019

Top scorer, ACCA

Topped the cohort in Advanced Performance Management in the June 2019 sitting, at UOW Malaysia KDU.

2016

1st place, case comp

Won a 10-week national competition on the New Zealand economy, in a team of four, with MADE.

2017

Club of the year

Ran the Malaysian Festival and helped the Auckland UMNO Club take the university's club-of-the-year award.

In the press

Featured elsewhere.

A couple of interviews on the jump from finance into games, and life as a producer at Double Eleven.

April 2024

A Malaysian associate producer on working for an international game developer

A profile on the path from accounting and corporate planning into live-service game production at Double Eleven, and being a 20-year gamer who finally made it in.

Read on The Star ↗
October 2023 · in Malay

Interview: the associate producer role at Double Eleven Malaysia

An interview on the day-to-day: keeping the KL and UK teams in sync, managing communication, and owning the planning and the project's task list.

Read on Aksiz ↗

LinkedIn

Want the whole story?

The full history, every role and every date, lives over on my LinkedIn. Come say hi.

Check out my LinkedIn →

Contact

Let's talk games.

Got a project, a question, or just want to nerd out about live games? My inbox is wide open.