Creative Operations & Strategy

Sergi Iranzo

— Position

WHERE CREATIVE MEETS EXECUTION

Most operations leaders can't talk to artists. Most creative leaders can't run a pipeline. I've spent a decade doing both — at AAA game studios, global agencies, and my own ventures.
I've led teams through Far Cry, Skull & Bones, and Splinter Cell. I've run production for Marvel, Paramount, and the Government of Canada. I've built the systems that made those projects ship — on time, on brief, on budget.
Production Management Creative Operations Cross-Functional Leadership Pipeline Optimization Product Strategy

— how i work

01

Systems before speed

I build the infrastructure first — workflows, communication frameworks, reporting structures — so teams can move fast without breaking things.

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02

Creative by training, operational by choice

Having done the craft work means I know what's actually hard. I don't manage around the work — I manage through it.

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03

Ship it. Then refine it.

Perfection is a production killer. I push for momentum, clear milestones, and honest reviews — not endless iteration before launch.

Ubisoft EA Games Marvel 2K Games Paramount NetEase TIFF Volkswagen Mattel Nike Govt. of Canada TD Bank Honda BDO Nickelodeon DreamWorks Universal Studios Sony Entertainment Respawn Undead Labs Ubisoft EA Games Marvel 2K Games Paramount NetEase TIFF Volkswagen Mattel Nike Govt. of Canada TD Bank Honda BDO Nickelodeon DreamWorks Universal Studios Sony Entertainment Respawn Undead Labs

— Featured work 

CASE STUDIES

02

Pipeline execution at AAA scale

Production lead across Far Cry, Skull & Bones, and Splinter Cell — the cross-department operational anchor at one of the world's largest game studios.

02

Pipeline execution at AAA scale

Production lead across Far Cry, Skull & Bones, and Splinter Cell — the cross-department operational anchor at one of the world's largest game studios.

02

Pipeline execution at AAA scale

Production lead across Far Cry, Skull & Bones, and Splinter Cell — the cross-department operational anchor at one of the world's largest game studios.

01

Operator at Executive level

Three years embedded with a Dubai tech venture — working directly with the CEO across every department and every pivot.

02

Pipeline execution at AAA scale

Production lead across Far Cry, Skull & Bones, and Splinter Cell — the cross-department operational anchor at one of the world's largest game studios.

03

Operator at executive level

Co-founded and ran a creative operations studio delivering multi-million dollar projects for Marvel, EA, Paramount, and 20+ major clients.