Brian Beitler

Brian Beitler
Founder/General Manager
Sune (a QVC Affiliate)
Brian Beitler is Founder of sune™, a next-generation experiential shopping platform, and General Manager of Live Shop Ventures, LLC, part of Qurate Retail Group. In this role, Brian leads the strategy and development of the new mobile app, designed to provide consumers a more engaging and productive way to shop through the integration of video entertainment with traditional online and in-app shopping. Previously, Brian served as Chief Marketing officer for QVC US and HSN, where he lead all facets of customer acquisition and engagement across these retail brands to expand and engage their passionate customer community. With over 20 years of experience in Marketing, Business Development and Strategy, Brian Beitler has an eye for building brands, driving sales and profit growth, and cultivating long-term, high-value customer relationships. He joined QVC US and HSN after most recently serving as J. Jill’s Chief Marketing and Brand Development Officer for the women’s fashion brand. There, he was responsible for redefining and repositioning the brand, identifying new growth opportunities and optimizing the marketing investments to deliver improved sales performance and customer growth. Prior to J. Jill, Brian held CMO roles at Lane Bryant, Catherine’s and David’s Bridal. Brian has also held strategic and senior marketing leadership roles at Kohl’s, Bath & Body Works, Toys R Us and Mattel. Brian’s passion for Marketing expands outside the office as he currently serves on the board of The Ad Club, and as Chairman of the Board of the Global Retail Marketing Association.

Speaking in:

Wednesday
July 17
11:30 am12:00 pm
Palos Verdes Ballroom
In the near-term future, social commerce envisions the seamless integration of shopping within social media platforms, employing advanced AI for personalized recommendations and interactive experiences. Social commerce is evolving into a dynamic space where influencers and user-generated content drive purchasing decisions, blurring the lines between entertainment, social interaction, and e-… Read more