If you’ve been tuning into the PlayStation Podcast over the past 14 years, Shuhei Yoshida is a name you’re bound to recognize. Known for his role as President of PlayStation Studios during the PS3 and PS4 eras, Yoshida-san has since been championing indie developers as the Head of Indies Initiative at PlayStation.
With PlayStation’s 30th anniversary just around the corner, I had the opportunity to chat with Yoshida-san about his illustrious career, future plans, and his personal game favorites from the past three decades of PlayStation. Here are some highlights from our conversation.
Note: The interview has been edited for clarity and brevity. To listen to the full chat, click here. (Available on Apple, Spotify, direct download)
SID: You’re one of the pioneers on the PlayStation Podcast, likely dating back 14 years. But it seems like it’s been ages since we last caught up. What’s been keeping you busy?
SHU: I’ve been on the road a lot! Traveling extensively to places like Brazil, India, Australia, and Sweden, connecting with developers, attending game events, checking out the latest creations, and sharing about my favorite games on social media throughout the year.
SID: It’s great to have you with us again, and there’s certainly a lot to catch up on. I hear you have some news for us?
SHU: Indeed, I do have an announcement. I’ll be stepping down from Sony Interactive Entertainment on January 15, 2025. It feels like I’m revealing the release date for a new game, which I haven’t done for quite some time [laughs].
SID: You’ve been with Sony Interactive for quite a spell. What prompted this decision and timing?
SHU: I’ve been part of the PlayStation journey since its inception, making this my 31st year. As I reached the 30-year milestone, I started contemplating if it was time to move on. PlayStation is thriving, I adore the PS5 and the games on it, and there’s an impressive new wave of leadership I have great respect for. I’m genuinely thrilled about what lies ahead for PlayStation.
Considering all this, I felt the time was right for me to step aside.
SID: That makes perfect sense. Looking back on your extensive career, just how long have you been with PlayStation?
SHU: Well, I joined Ken Kutaragi’s team back in February 1993 when they were working on the original PlayStation. At that time, the team was solely composed of engineers, and I was the first non-engineer, brought in as Sony Corporation began strategizing the PlayStation launch. So, it’s been 31 years now.
SID: Ken Kutaragi is often regarded as the father of PlayStation. What was it like working there before the first PlayStation launched?
SHU: When I joined, PlayStation was just a department. Ken’s team was focused on development, while another team under Sony Music Entertainment Japan was creating games for the Super Nintendo. There was also a small team preparing games for PlayStation. In November 1993, these teams merged to form Sony Computer Entertainment.
We celebrated this joint venture with a party where everyone fit into a single hotel room [laughs]. At that time, we were only about 80 people.
SID: You must have been a small but very enthusiastic team!
SHU: Oh, definitely! We were buzzing with excitement over the innovations, like 3D graphics and CD-ROM technology, designed to lower production costs. Our ambitions were sky-high.
Initially, though, we weren’t recognized within the video game industry. Back then, other electronics giants had attempted—and failed—to break into gaming. So, prior to the PlayStation launch, we endured some skepticism.
SID: It’s interesting how these narratives evolve! Over three decades later, things are certainly different. Tell me about your earliest role with PlayStation.
SHU: When I started with Ken’s team, I was tasked with engaging publishers and developers across Japan. I led account management, reaching out from Hokkaido to Kyushu, arranging meetings where executives, Ken included, would discuss PlayStation with publishers to encourage game development for the console.
It was both fun and challenging since 3D technology was not widely embraced at the time.
For more on Shuhei Yoshida’s early experiences with PlayStation, listen to our full discussion on the PlayStation Podcast.
SID: You eventually advanced to become the President of PlayStation Studios. Do you recall any standout moments from your tenure?
SHU: Working in game development, I’ve had the privilege of collaborating with incredible teams on amazing games. Attending events like DICE Summit has been a joy, especially with our games frequently receiving Game of the Year nominations. For anyone in the industry, having even one nominated game is a blessing. I was fortunate to experience it almost every year.
Yet, one fond memory that stands out is when Journey won the Game of the Year award. Journey, which debuted through PlayStation Network, was a small digital game you could wrap up in around three hours.
It defied expectations by winning against several AAA titles, marking a first in the industry. Afterward, the creator Jenova Chen shared a poignant story during his summit talk about a letter from a girl who, after losing her father, found solace and the courage to move forward in her life through Journey. The audience’s standing ovation captured the magic of how a simple game could profoundly impact people.
SID: How did you transition into your current role as Head of Indies Initiative at Sony Interactive?
SHU: I’ve always held a deep appreciation for indie games. The indie boom of the 2000s made waves with digital distribution on PCs, mobiles, and consoles, allowing small teams worldwide to create and sell their games globally. This opened exciting new avenues for industry creativity.
Indie games, being smaller and less costly to produce, allowed for exploration of novel ideas, revitalizing the industry with fresh perspectives. It felt like a treasure hunt for me. Even while managing [PlayStation Studios and big AAA games], I’d frequent the indie game sections at events like E3 or Gamescom. Discovering new indie games and promoting them by taking photos with the developers was something I enjoyed immensely.
So, switching to a role where I could dedicate all my time to supporting indie games felt like I’d landed a dream job.
Shu even became a playable character in Super Time Force Ultra from Capybara Games.