Apr 2015 - Present
MARKETING DIRECTOR-CONTRACT POSITION,,, Redwood City, CA Helping well-funded early stage startup in the next-generation graphics and gaming space by setting up product definition, product roadmap and marketing best practices. Also developing a sales pipeline strategy for product release early 2016. Reporting directly to the CEO and CTO. Ongoing contract position.
Jan 2015 - Present
GUEST EDITOR/SR. WRITER Gaming Business Review(http://gamingbusinessreview.com)-Owned by M2 Research Driving new sponsorships for M2 Research by delivering game tech interviews and game industry research via key game industry contributors of the state of the art in game development. Bringing M2 Research and GBR established game industry partnerships to access the data needed for M2 Research to provide analysis to key game development software customers and hardware providers. Recent contributions below in Presentations section. EMBEDDED SYSTEMS GAMING PRODUCT MANAGER
Sr. Product Marketing Manager
Apr 2013 - Jan 2015
Advanced Micro Devices
Sunnyvale, CA Helped drive $43M in Sales in 2014 and~ $100M in the pipeline for 2015-2017 worldwide for embedded gaming by creating buy-in for product vision widely inside the organization and externally via strong channel and key customer partnership management. Managed embedded game industry customer engagement including developer relations and support for the Americas and EMEA. Lead product strategy and definition for embedded gaming hardware products including gaming requirements from the software ecosystem. Drove the design and optimization of new product features aimed at improving game virality, retention and monetization. Drove gaming team's overall marketing requirement documents(MRDs) and customer metrics programs. Implemented a strategic support plan for Worldwide Sales Enablement including: Identifying gaming market leaders, rising market players Including disruptive technologies in the hardware ecosystem for gaming, including casino gaming, hand held iGaming(tablet) and“ small console”(embedded hardware) gaming(e.g., Valve Steam Box, Eedoo and Razer). Understanding and obtaining TAM/SAM for all viable gaming opportunities Partnered with key stakeholders(including 3rd parties) to define strategy and feature launches in support of requirements. Managed prioritization and trade-offs for customer experience involving hardware/software performance attuned to schedule challenges. Managed delivery of current products working with customers(OEMs) concurrently while developing future product planning and roadmaps.
Sep 2012 - Apr 2013
Self - Employed
CONSULTANT Significant clients: (http://www.appkey.com)-providing business development and Unity development related consult to an popular Android app monetization tool-ongoing as advisor.
Marketing and Business Development Support
Jun 2010 - Dec 2012
Book chapter,: COLLADA Exporter now in the Unity Asset Store published in Game Creation Tools http://www.amazon.com/Game-Tool-Gems-Paula-Berinstein/dp/0986030406 Khronos Group contracted whitepaper,-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://gamingbusinessreview.com/features/future-proofing-your-social-media-gaming-content-pipeline iPad Summit, June 28, 2010-Presented on panel for M2 Research as an iPad development expert for build monitoring applications 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 https://movesinstitute.org/video/web3d/SIGGRAPH2008/Symposium2008/Web3DSymposiumPanelDiscussion09Aug08.mov Siggraph 2008 Intel Exhibitor Tech Talk, Why 3D Application Development is driving Graphics Industry Convergence http://www.siggraph.org/s2008/attendees/techtalks/talks.php Business Week, August 13th 2007-Just Ahead: The Web As A Virtual World, quoted. http://www.businessweek.com/magazine/content/07_33/b4046064.htm Social and On-line Media Personal career blog: http://blog.sasfepu.org LinkedIn: http://www.linkedin.com/profile?viewProfile=&key=312084 Social media: twitter.com /rturkowski, Facebook: Pinterest: http://pinterest.com/ritaturk/ 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
Oct 2010 - Sep 2012
CHANNEL MANAGER Unity Technologies, San Francisco, CA Worked for the Vice President of Business Development and Sales as a sales executive focusing on strategically creating, growing and managing new sales channels for Unity's market growth with a focus on new user acquisition. Grew sales in non-direct sales channels by over 200% YOY in role, bringing in more than $4M USD from channels during an 18 month period. Focused on reseller/distributor business development model, mobile and education channel growth for Unity's products into the commercial and enterprise sectors as well education(R&D) space. Also assisted in marketing communications and marketing plans for Unity Pro 4. 0 release. Worked closely with outside counsel and eventually the firm's attorney on redrafting the software product licensing agreements; also drafted channel partner agreements. Created specialized Salesforce reports and managed channel sales within a self-customized Salesforce portal. Developed best practices for the managing the reseller channels.
Product Marketing Manager
Jan 2010 - Oct 2010
PRODUCT MARKETING MANAGER (now CityZenith), San Francisco, CA, Shanghai, China & Delhi, India Worked with engineering, management and design teams 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. Helped define their MRD and product requirements document(PRD) for ScreamPoint's 5D Smart products.
Product Marketing Engineer
Nov 2007 - Dec 2009
PRODUCT MARKETING ENGINEER, Santa Clara, CA Drove gaming and heterogeneous compute marketing strategy and go-to-market plans. Primarily developed marketing plans consistent with Intel's Product Life Cycle for game development tools for Intel's acquired game engine, Project Offset, to drive future Larrabee hardware sales. Defined and started a marketing plan for a game profiling tool, IGPA™, a successful tool still sold by Intel software today. Assisted with business development and sales operation by developing sales tools for training sales. Wrote MRDs, 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.
Nov 2005 - Nov 2007
EXECUTIVE DIRECTOR, Menlo Park, CA Spearheaded technical marketing and business support to developers of web based 3D applications in engineering and scientific visualization, CAD and architecture, training and simulation and gaming entertainment. Oversaw a small team and secured annual funding for member services, marketing, promotion and business development. Worked with industry leaders and prominent graphics/gaming architects to champion the organization as a go-to knowledge base for 3D graphics on the web.
Nov 1998 - Jul 2005
STRATEGIC TECHNOLOGY & MEDIA STANDARDS
MANAGEMENT CONSULTANT, Menlo Park, CA Conducted business development and management of new software products for 2D and 3D computer graphics and digital video for visual media development. Assisted in analysis and technical research for investors and start-ups. Assessed viability of projects, set product direction, developed requirements, wrote proposals for market growth, defined go-to-market schedules and market positioning for various clients. Earlier Tech Experience
Apr 1991 - Apr 1998
MANAGER., Cupertino, CA Media standards engineer and de facto business development manager for R&D groups addressing internal/external needs for emerging media products and standards. Crafted technical position strategy and product viability forecasting, garnered data for new and emerging digital video and DTV technology plans. Contributor to QuickTime™ team as video compression standards expert-acted as ad hoc product manager for the Cross Platform Movie Toolkit for QuickTime™. Participated in government and industry trade associations for optimum alignment with QuickTime™ 2.0 and 3.0 releases., Presentations & Press Oxide Games Launches Ashes of the Singularity and talks about its Nitrous game engine: http://gamingbusinessreview.com/tech/oxide-nitrous Bright and Shiny at E3: Starbreeze Studio's StarVR: http://gamingbusinessreview.com/tech/bright-and-shiny-at-e3-starbreeze-studios-starvr