If you’ve been following the PlayStation Podcast for the last 14 years, Shuhei Yoshida should be a familiar name. Known for his role as President of PlayStation Studios during the PS3 and PS4 eras, Yoshida-san has more recently been championing independent developers as the Head of Indies Initiative at PlayStation.
With PlayStation’s 30th anniversary coming up next week, I had the chance to sit down with Yoshida-san and chat about his career, his future plans, and his favorite games throughout three decades of PlayStation history. Here are some highlights from our long conversation.
(Note: The interview has been edited for clarity and conciseness. For the full discussion, listen here. (Apple, Spotify, Direct Download))
SID: You were actually one of our first guests on the PlayStation Podcast about 14 years ago. It’s been a while though… what have you been up to?
SHU: I’ve been traveling extensively! Brazil, India, Australia, Sweden—you name it, I’ve probably been there meeting developers, attending game events, checking out new games, and tweeting about the ones I love all year around.
SID: We’re thrilled to catch up with you! I also hear you have some news for us today?
SHU: Indeed, I have an announcement. I will be leaving Sony Interactive Entertainment on January 15, 2025… It feels like announcing a new game launch date, which is something I haven’t done in quite some time [laughs].
SID: You’ve been with Sony Interactive for so long. What made you decide on this timing?
SHU: I’ve been part of the PlayStation journey from day one, making this my 31st year. When I reached the 30-year milestone, I realized that maybe it was time for me to step aside. The company is thriving. I love the PS5 and the incredible games on this platform. We have a new generation of talented management who I deeply respect. I’m really excited about what’s next for PlayStation.
So, PlayStation is in good hands, and I felt it was time for me to move on.
SID: That makes a lot of sense. Looking back at your career, how long exactly have you been with PlayStation?
SHU: Oh, I joined Ken Kutaragi’s team in February 1993 while they were still working on the original PlayStation. The team was composed entirely of engineers, and I was the first non-technical recruit as Sony Corporation began its plan to bring PlayStation to market. So it’s been 31 years since then.
SID: Many call Ken Kutaragi the father of PlayStation. How was it working at the company in those early days before the original PlayStation launch?
SHU: Well, when I joined, PlayStation was essentially just a department. Ken’s team was developing the PlayStation, while another group at Sony Music Entertainment Japan was working on SNES games. These teams eventually merged to form Sony Computer Entertainment in November 1993.
At our inaugural joint venture party, we all fit into one hotel room [laughs]. There were about 80 of us in total, and we were a small but passionate team.
SID: It must’ve been quite thrilling despite the size!
SHU: Absolutely, we were thrilled by the groundbreaking work Ken’s team was doing with real-time 3D graphics and CD-ROM technology. We had big ambitions.
However, we weren’t recognized in the gaming industry back then. Other electronics companies had tried to enter the gaming market without success, and before PlayStation launched, we weren’t exactly seen as contenders, if I’m being honest.
SID: It’s interesting how things change. Now, 31 years later, it’s a completely different narrative. Could you share what your first role with PlayStation was?
SHU: Initially, my job involved reaching out to publishers and developers across Japan. As a lead in account management, I connected with companies nationwide and arranged meetings where I, along with Ken Kutaragi and other executives, would discuss the PlayStation, hoping to convince them to develop games for our platform.
It was exciting, albeit challenging, because not many were convinced about 3D graphics back then.
For a deeper dive into Shuhei Yoshida’s early days with PlayStation, tune into our full conversation on the PlayStation Podcast.
SID: You eventually climbed the ladder to become the president of PlayStation Studios. Can you recall a particularly memorable moment during your tenure there?
SHU: Working in game development led to many precious memories and collaborations with fantastic teams. One notable memory is from the DICE Summit. Our games frequently received Game of the Year nominations, which is huge in the industry. But the standout moment for me was when “Journey” won Game of the Year. Although it was a small, digital-only game available on the PlayStation Network and could be completed in just a few hours, it triumphed over AAA titles for the first time ever.
The creator, Jenova Chen, shared a heartfelt story at the summit about receiving a letter from a girl who lost her father. The game helped her come to terms with her loss and move forward. The room was overwhelmed with emotion, as this tiny game had a profound impact on real lives.
SID: How did you transition to your current role as Head of Indies Initiative at Sony Interactive?
SHU: I have a deep appreciation for indie games. With their rise in the 2000s, digital distribution blossomed across PCs, mobiles, and consoles, providing incredible opportunities to experiment with new ideas.
Small games, due to their low production costs, allow developers to explore unique concepts, opening a new frontier in the industry. It’s like treasure hunting for me. During my time at PlayStation Studios, I loved working on AAA titles, but at events like E3 or Gamescom, I’d always gravitate towards the indie sections. Discovering games and meeting their creators felt incredibly rewarding.
It was something I did almost as a hobby, even while managing big studios. Landing a role where I could focus entirely on helping indie developers felt like a dream come true.
Shu is even featured as a playable character in Super Time Force Ultra from Capybara Games.