If you’ve been an avid listener of the PlayStation Podcast over the past 14 years, Shuhei Yoshida’s name should ring a bell. Renowned for his significant tenure as the President of PlayStation Studios during the PS3 and PS4 eras, Yoshida has more recently been championing indie developers as the Head of the Indies Initiative at PlayStation.
With PlayStation’s 30th anniversary just around the corner, I had the opportunity to reconnect with Yoshida-san. We delved into his career journey, discussed his future aspirations, and explored his favorite games spanning PlayStation’s rich 30-year history. Here’s a glimpse into our conversation.
Note: The interview below has been edited for clarity and brevity. To listen to the entire discussion, click here. (Available on Apple, Spotify, direct download)
SID: You were one of the pioneers on our PlayStation Podcast, possibly 14 years ago. It’s been a while since then. What have you been busy with?
SHU: I’ve been on the move quite a bit! I’ve traveled to places like Brazil, India, Australia, and Sweden. I’ve been visiting developers, attending game events, and checking out new games from various creators. Throughout the year, I love tweeting about the games that capture my interest.
SID: It’s great to have you back. Let’s catch up! I heard you have some news to share with us today?
SHU: Indeed, I do. I’m announcing that I’ll be leaving Sony Interactive Entertainment on January 15, 2025. It feels a bit like announcing a game launch date, something I haven’t done in a while [chuckles].
SID: You’ve been with Sony Interactive for such a long time. What’s behind your decision and its timing?
SHU: I’ve been part of the PlayStation journey from its inception. This marks my 31st year, and when I reached the 30-year milestone, it felt like the right time to transition. The company is thriving, with the PS5 and its games doing amazingly well. There are new leaders in place whom I admire, and I’m genuinely excited about PlayStation’s future.
In essence, PlayStation is in capable hands. It just seemed like the right moment for my departure.
SID: That absolutely makes sense. Let’s look back on your career. Precisely how long have you been with PlayStation?
SHU: I joined Ken Kutaragi’s team back in February 1993, during the development of the original PlayStation. At that time, it was solely an engineering team. I was the first non-technical member to join, as Sony Corporation started strategizing the PlayStation market launch. That was 31 years ago.
SID: Ken Kutaragi is often celebrated as the ‘father of PlayStation.’ What was the work environment like at the company during those early days before the initial PlayStation launch?
SHU: When I came onboard, the operation was just a small department. Ken’s team was handling development, and there was another team under Sony Music Entertainment Japan working on Super Nintendo games. We eventually merged these teams to establish Sony Computer Entertainment in November 1993.
Following the formation as a joint venture, we celebrated with a gathering where the entire team could fit into one room at a hotel [laughs]. There were around 80 of us—pretty small.
SID: Small, yet that must’ve been an exhilarating time!
SHU: Absolutely! We were thrilled by the trailblazing ideas Ken’s team introduced, such as 3D graphics and real-time technology, alongside the cost-effective CD-ROM storage. We held high hopes and dreams.
Initially, though, we weren’t a recognized entity in the video game industry. Several large electronics companies tried and failed to break into the gaming market. So, prior to the PlayStation launch, we weren’t exactly taken seriously within the industry.
SID: It’s humorous how things have evolved. Now, 31 years later, it’s a whole different narrative. Could you talk about your initial role at PlayStation?
SHU: I was tasked with engaging publishers and developers in Japan as the lead in account management. I reached out to companies all over Japan, from Hokkaido to Kyushu, arranging meetings. We’d visit these studios with a team of executives, including Ken Kutaragi himself, and discuss PlayStation, hoping they’d develop games for it.
It was an enjoyable yet challenging time, as the industry was skeptical about 3D graphics technology then.
Catch the full conversation on the PlayStation Podcast to hear more about Shuhei Yoshida’s early PlayStation experiences.
SID: You eventually rose to the position of President at PlayStation Studios. Is there a particular memory from that period that resonates with you?
SHU: Being involved in game development was a privilege. Each year, attending events like DICE Summit was a highlight, with our games frequently being in the Game of the Year spotlight. Landing even one Game of the Year is fortunate, and we were often nominated annually.
However, the moment that stood out was when ‘Journey’ took home the Game of the Year Award. Despite being a small, digital-only game from PlayStation Network, it triumphed over AAA titles—a first for the industry. Jenova Chen, its creator, shared a touching story about receiving a letter from a girl who found comfort in the game after losing her father. The entire audience was moved by how this modest game profoundly impacted lives.
SID: How did you transition into your position as Head of the Indies Initiative at Sony Interactive?
SHU: I’ve always had a passion for indie games. When the indie movement surged in the 2000s, digital distribution on PC, mobile, and console made it accessible for anyone worldwide to create and sell games globally, seeding new ideas into the industry.
Small games require less capital, encouraging innovation and creating new industry channels. It was like a treasure hunt for me. Even while managing PlayStation Studios and focusing on AAA games, I’d visit indie sections at events like E3 or Gamescom, discovering gems and chatting with developers. I’d often take photos with them, promoting their projects—a sort of hobby back then.
So, landing a role where I could dedicate 100% of my time to supporting indie creators felt like a dream come true.