Sunteți pe pagina 1din 3

R ITA BR EN N AN TU R K O W SK I

ritaturk@ gm ail.com 650-587-5060(H) 650-722-0659(M ) Seeking senior marketing or sales team position that leverages ~20 years of success in research & development, product definition, marketing and sales development. Seeking role to strategize, define and build successful new media products for consumers, educators and enterprise. Skills: Experienced in both software and hardware sales & marketing in graphics, gaming and simulation software design and architecture, with additional expertise in emerging media/mobile graphics standards. Worked as a research engineer, a product manager and as a sales team business development manager. Worked with engineers, C level executives and product professionals cross divisionally to identify, craft and drive marketing (and sales) opportunities consistent with product line objectives and goals. Managed projects involving cross-divisional teams focused on the timely delivery of software products to external customers. Interfaced with internal and external customers and partners on technical matters, invited to deliver presentations and demos nationally and internationally. Expert at strategizing and developing complete marketing plans from concept to go-to-market plans with appropriate schedules and roadmaps, managing projects to completion. Knowledgeable of software and marketing principles, marketing communications and competitive and market analysis studies. Experienced working with PR and legal firms (on line and off line) and capable of maintaining strong relationships with industry analysts (Jon Peddie and Gaming Business Review). Created and tracked traditional and social networking marketing campaigns, developed market segment reports, marketing requirements documents (MRDs) and provided strategic recommendations for marketing promotions. Proficient showing results with analytics. Expertise in optimizing social networking sites with ROI identified with and without external application assistance. Drove solutions based development by resolving market driven customer and product technical requirements and issues, developed successful digital media marketing campaigns and business strategies for consumer and professional software products. Excellent written, oral and presentation skills with samples of past work to show. Experience: SALESTEAM CHANNEL MANAGER Unity Technologies, San Francisco, CA October 2010-August, 2012 Worked for the Executive Vice President of Business Development and Sales as the only non-commissioned sales executive focusing on strategically creating, growing and managing new sales channels for Unitys market growth. Grew sales in non-direct sales channels by over 200% YOY in role, bringing in more than $4M USD during employ period. Also assisted in creating new channels for Unity Pro (and suite) sales, focusing on reseller/distributor and education channel growth for Unitys web and mobile products into the public/private commercial and enterprise sectors as well education (primarily R&D) space. Also assisted (~20% of my time) in marketing communications and marketing plans for current and future (4.0) releases of Unity Pro. Created specialized Salesforce reports and managed channel sales within a self-customized Salesforce portal. PRODUCT MARKETING MANAGER ScreamPoint International, San Francisco, CA, Shanghai, China & Delhi, India

January, 2010-October, 2010

Working with engineering, management and design teams reporting to Sequoia Capital funded C level executives to create a go to market strategy for a game engine and WebGL based 3D graphics 5D world application for monitoring and managing the building PLC process of urban planning Smart Cities projects. Currently defining the MRD and product requirements document (PRD) for ScreamPoints 5D Smart products. PRODUCT MARKETING ENGINEER Intel Corporation, Santa Clara, CA November 2007-December 2009

Worked in two departments, the Visual Computing Software Division (VCSD) and the Developer Products Division (DPD) within the Software & Services Group of Intel to drive marketing strategy and go-to-market plans. Primarily developed marketing plans consistent with Intels Product Life Cycle (PLC) for game/graphics developers content and tools to drive future Larrabee hardware sales. Recommended and drove marketing initiatives for a successful open standards approach to content development and reuse based on 3D standards. Also defined and started a marketing plan for a game and graphics profiling tool, IGPA, a successful tool still sold by Intel software today. Initiated, crafted and lead the market research and marketing campaign for a beta release of Intels Ct technology, a data parallel programming model API and library designed and developed to assist mainstream developers maximize the performance of multi-core processors, currently in beta. Secured partnerships from corporate, academic

R ITA BR EN N AN TU R K O W SK I
ritaturk@ gm ail.com 650-587-5060(H) 650-722-0659(M ) and government entities to ensure appropriate market requirements for the product. Developed market positioning for the beta, built out a successful promotion campaign to identify leading beta candidates. Assisted with business development support and training of salespeople. Developed an externally facing website focused on gathering market data, solicited public interest by drafting and launching an extensive market evaluation survey still on line today that brought in over 200 responses in the first two weeks online. Wrote the projects first MRD, maintained an Intel software network blog, wrote and delivered a monthly product newsletter, presented demos at trade shows and delivered product disclosure talks to key product stakeholders and other interested internal organizations. Public Consortium Experience EXECUTIVE DIRECTOR Web3D Consortium, Menlo Park, CA

November 2005November 2007

Offered technical marketing and business support to business owners and developers of web based 3D applications in engineering and scientific visualization, CAD and architecture, medical visualization, training and simulation, multimedia and gaming entertainment. Worked with member companies to assist them in launching new and re-emerging products in the on-line 3D graphics verticals. Secured annual funding from corporate, academic and government resources, member services, marketing, promotion and business development. Identified, wrote and secured liaison agreements and MOUs (membership of understanding) with standards associations working on compatible or complimentary technology. Maintained a monthly blog, wrote industry articles, organized participation at trade shows such as Siggraph, GDC, ITSEC EuroGraphics and OGC events. Presented demos and talks to interested organizations. Grew the consortium budget by roughly 75% in less than two years. Worked with industry leaders and prominent graphics/gaming architects to champion organization as a go-to knowledge base for 3D graphics, gaming and GPU technology. STRATEGIC TECHNOLOGY & MEDIA STANDARDS MANAGEMENT CONSULTANT Reality Pixels, Menlo Park, CA November 1998-July 2005 Conducted business development and management of new software products for 2D and 3D computer graphics, digital video and related media for a visual media development contractor. Assisted in analysis and technical research for investors and startups. Also provided standards related consulting. Applied expertise in relevant and timely digital video and digital television technologies such as MPEG 2 and MPEG 4, ATSC formats, Digital Cinema (JPEG 200), DVD formats, DVB standards and worldwide DV markets. Used current knowledge to assess viability of projects, set product direction, develop requirements, write proposals for market growth, defined go-to-market schedules and market positioning for various clients. Earlier Corporate Experience STRATEGIC TECHNOLOGY & MEDIA STANDARDS MANAGER Apple Computer, Inc., Cupertino, CA April, 1991-April, 1998 Multimedia standards engineer and de facto business development manager for R&D groups addressing internal/external needs for emerging multimedia products and standards. Crafted technical position strategy and product viability forecasting, developed background technical data for new and emerging DV and DTV technology plans. * Developed internal standards adoption and strategy while representing Apple in technical new media focused standards groups and trade associations. Developed business plans for standards based technical proposals and wrote white papers and delivered presentations for executive management to better understand emerging technologies and standards. Worked with management and legal to ensure visibility and communication regarding corporate policy and positions on standards and resulting corporate impact. * Active in standards efforts for digital video and imaging, graphics, QuickTime, MPEG 2, MPEG 4 and related for several Apple divisions. Often acted as a consultant across corporate divisions keeping executive management abreast of standards development and Apples impact. * Member of original QuickTime team as video compression standards expert - acted as product manager for the Cross Platform Movie Toolkit for QuickTime. Co-wrote the user manual, developed test cases and data samples from images and video supplied by beta customers. Participated in government and industry trade associations for optimum alignment with QuickTime 2.0 and 3.0 releases. * Developed a strategy for the research and development of MPEG 2 adoption to work within QuickTime throughout several releases. Represented QuickTime in SMPTE (Society of Motion Pictures and Television Engineers), NAB, EIA (Electronics Industry Association) and CEMA (Computer Equipment Manufacturers Association). Active in ATSC (American Television Standards Committee) DTV committee, for early definition of FCC backed high definition television standards (HDTV).

R ITA BR EN N AN TU R K O W SK I
ritaturk@ gm ail.com 650-587-5060(H) 650-722-0659(M ) * Assisted in media architecture research in Apples Advanced Technology Group involving media standards such as Digital Video Disc (DVD/DVR), Digital Video Broadcasting (DVB), cable set-tops and HDTV for possible adoption into future operating systems. Publications, Presentations & Press * Forthcoming book chapter: COLLADA Exporter now in the Unity Asset Store to be published in Game Creation Tools * Khronos Group contracted whitepaper, June 30, 2010 Enabling the Immersive 3D Web with COLLADA & WebGL http://www.khronos.org/collada/presentations/WebGL_Collada_Whitepaper.pdf * Gaming Business Review, Future Proofing your Social Media Gaming Pipeline http://www.gamingbusinessreview.com/futureproofingpipeline.htm - currently featured * iPad Summit, June 28, 2010 Presented on panel for M2 Research as an iPad development expert for build monitoring applications * Siggraph 2009, Khronos COLLADA Birds of a Feather session: First International COLLADA Contest * FMX 2009, The New Game in Town: How CGI Can Harness the Power of Game Tech: http://www.fmx.de/E.2234.html * Siggraph 2008: Web3D Symposium https://movesinstitute.org/video/web3d/SIGGRAPH2008/Symposium2008/Web3DSymposiumPanelDiscussion09Aug08.mov * Siggraph 2008 Exhibitor Tech Talk, Why 3D Application Development is driving Graphics Industry Convergence http://www.siggraph.org/s2008/attendees/techtalks/talks.php * GeoWorld, January 2008 - New specifications seek CAD/GIS standards.(CAD/GIS Integration) http://www.encyclopedia.com/doc/1G1-173749350.html * Business Week, August 13th 2007 Just Ahead: The Web As A Virtual World, quoted. http://www.businessweek.com/magazine/content/07_33/b4046064.htm * IEEE Computer, September, 2006, Browsing the 3D Web, quoted. * EBU/SMPTE, July, 1998, Task Force for Harmonized Standards for the Exchange of Program Material as Bitstreams, contributor. * Advanced Television Markets, (a European digital television journal), June, 1997, Towards HDTV - DVB vs. ATSC, author. * Multimedia Systems, 1994, ISBN:0-201-53258-1: Chapter 14: Multimedia Interchange, page 323 340, author. * Multimedia Programming, Objects, Environments and Frameworks, Addison-Wesley, 1994, ISBN: 0-201-42282-4, reviewer/contributor. * NAB Daily News, April 21, 1993, What Makes QuickTime Tick?, author. * IEEE Multimedia, Impact on Software Development, October, 1992, co-author. Social Media * Personal blogs: http://ritaturk.wordpress.com * LinkedIn: http://www.linkedin.com/profile?viewProfile=&key=312084 * Intel blog: http://software.intel.com/en-us/blogs/author/rita-turkowski/ * Web3D blog sample: http://www.web3d.org/blog/permalink/web3d_symposium_wrap_up/ * Creator and maintainer of twitter page for Khronos COLLADA Standard: http://twitter.com/collada * Co-creator and maintainer of COLLADA Duck Facebook page: www.facebook.com/people/Collada-Duck/100000363377190 * Scribd account: http://www.scribd.com/ritaturk * twitter: rturkowski (over 500 followers), Facebook: Rita Turkowski Education * MS - Computer Science - Stevens Institute of Technology * BS - Computer Science/Mathematics - City University of N.Y. Membership in Professional Organizations The Khronos Group individual contributor member (invited sponsored membership from Khronos), ACM SIGGRAPH, ACM-W (womens chapter) SIGGRAPH 2005 Conference GraphicsNet volunteer, Web3D Consortium Executive Director, IEEE past member References and recommendation letters available upon request

S-ar putea să vă placă și