If you’ve been tuning into the PlayStation Podcast over the last 14 years, you surely know Shuhei Yoshida. Renowned for his long stint as President of PlayStation Studios during the PS3 and PS4 period, Yoshida has recently been championing indie developers while serving as Head of the Indies Initiative at PlayStation.
With PlayStation’s 30th anniversary approaching next week, I had the chance to catch up with Yoshida-san about his journey, his future plans, and his top game selections across three decades of PlayStation. Here are some highlights from our detailed chat.
(Note: Interview shortened for clarity and brevity. To listen to the entire conversation, click here. Available on Apple, Spotify, direct download.)
SID: You were one of our initial guests on the PlayStation Podcast about 14 years ago. It’s been some time since then. What have you been up to lately?
SHU: I’ve been on the move quite a bit! Traveling across Brazil, India, Australia, Sweden, attending game events, meeting developers, and checking out new games. Plus, I’ve been tweeting about games I’ve enjoyed throughout the year.
SID: It’s good to have you back! I’ve heard you have some big news to share?
SHU: Yes, indeed. I’m officially announcing that I’ll be leaving Sony Interactive Entertainment on January 15, 2025. It feels akin to announcing a game launch date, something I haven’t done in ages [laughs].
SID: You’ve been with Sony Interactive for such a long time. What’s prompted this decision and why now?
SHU: I’ve been a part of PlayStation from the very start, marking my 31st year now. Upon reaching the 30-year mark, I felt it might be time to take the next step. The company is thriving, I have a deep love for the PS5, and the games coming out now are fantastic. We have a new generation of leadership whom I deeply respect and admire. I am sincerely excited about the future of PlayStation.
So, knowing PlayStation is in capable hands, I thought, “This is my moment.”
SID: Makes perfect sense. Now, let’s look back over your career. Exactly how long have you been part of PlayStation?
SHU: I joined Ken Kutaragi’s team in February 1993 while they were developing the original PlayStation. Back then, Ken’s team was entirely made up of engineers, and I was the first person with a non-technical background to join. Sony Corporation was just beginning to strategize the launch of PlayStation. That was 31 years ago.
SID: Ken Kutaragi is often known as the father of PlayStation. What was it like working there back before the PlayStation’s debut?
SHU: When I signed on, PlayStation was merely a department. Ken’s team was developing the hardware, and there was another unit under Sony Music Entertainment Japan focusing on Nintendo games. Shortly, they merged Ken’s team with Sato-san’s team under Sony Music Entertainment Japan, forming Sony Computer Entertainment in November 1993.
When the company was founded as a joint venture, we all gathered in a single room at a hotel for a party [laughs]. There were about 80 of us in total. We were quite a small group back then.
SID: Small, but that had to be pretty thrilling!
SHU: Absolutely! Ken’s group was pioneering cutting-edge technology like 3D graphics, real-time processing, and CD-ROMs, which gave us a wealth of data options at a low production cost. There was so much anticipation and high ambition.
However, we weren’t exactly a known entity in the video game industry. Major electronics companies had tried entering the market before us, often without success. Initially, before the PlayStation launched, many didn’t take us seriously.
SID: It’s amusing how things work out over time. Now, here we are, 31 years later, with a dramatically different narrative. Can you share your first role at PlayStation?
SHU: My initial task with Ken’s team was reaching out to publishers and developers across Japan. Acting as the lead in account management, I called numerous companies around Japan, from Hokkaido to Kyushu. I arranged visits for teams of executives, including Ken Kutaragi himself, to discuss PlayStation with hopes to inspire them to develop games for us.
This period was both exhilarating and challenging since few individuals in the industry had faith in 3D graphics technology back then.
Check out our full discussion on PlayStation Podcast to delve deeper into Shuhei Yoshida’s early days with PlayStation.
SID: You rose to become the President of PlayStation Studios. Is there a specific memory that stands out during your tenure there?
SHU: Working in game development gifted me the chance to collaborate with some incredible teams and create amazing games. Attending events like the DICE Summit every year was thrilling, and having our games nominated for Game of the Year was a frequent occurrence. In this industry, just being part of one Game of the Year title is superb—yet, for me, it happened nearly every year…
Nonetheless, a standout moment came when Journey claimed the Game of the Year Award. Released digitally via PlayStation Network, Journey was a modest game, playable over just three hours.
Yet this title won Game of the Year against a backdrop of AAA heavyweights, for what I believe was the first time in the industry’s history. A presentation by creator Jenova Chen at the summit added to its impact; he shared a story about a girl who found closure after losing her father through experiencing the game.
The room was abuzz with emotion and joy seeing such a small game make a profound impact on people’s lives.
SID: How did you transition into your current role as the Head of Indies Initiative at Sony Interactive?
SHU: I’ve always had a soft spot for indie games. When the indie boom began in the 2000s with digital distribution taking off across PC, mobile, and consoles, it opened up vast opportunities for global innovation in the industry.
Because indie games can be produced without significant capital, they allow for exploring uncharted creative waters, essentially kick-starting an entirely new avenue for our industry. For me, it felt like treasure hunting. Even while managing PlayStation Studios and working with big studios on AAA games, attending events like E3 and Gamescom always drew me towards the indie game sections.
Often, I’d find games I adored and photograph developers to promote their work. It became a kind of hobby. So when the opportunity arose to commit my whole time to support indie developers, it was like stepping into my dream job.
Shu, now portrayed in Super Time Force Ultra, continues to inspire gamers worldwide.