If you’ve tuned into the PlayStation Podcast anytime over the last 14 years, you’ll be quite familiar with Shuhei Yoshida. Yoshida-san, who was notably the President of PlayStation Studios during the era of the PS3 and PS4, has recently been working tirelessly to support independent developers as the Head of Indies Initiative at PlayStation.
With PlayStation’s 30th anniversary just around the corner, I had the chance to sit down with Yoshida-san for a chat about his impressive career, his future aspirations, and his favorite games from three decades of PlayStation history. Here are some highlights from our enlightening conversation.
(Note: The interview has been edited for clarity and length. For the full chat, click here. Available on Apple, Spotify, or directly for download.)
SID: Shuhei, you were one of our very first guests on the PlayStation Podcast about 14 years ago. It’s been a while… what have you been up to?
SHU: I’ve been on the move quite a bit! I’ve traveled to places like Brazil, India, Australia, and Sweden, visiting developers and attending gaming events. I’ve been checking out the latest from developers and sharing updates about games I love on Twitter throughout the year.
SID: It’s fantastic to have you back. We’ve got some catching up to do. But I hear you have some news for us today?
SHU: Yes, indeed, I’ve got an announcement. I’ll be departing from Sony Interactive Entertainment on January 15, 2025. It feels like I’m announcing a game’s launch date, something I haven’t done in ages [laughs].
SID: You’ve been with Sony Interactive for quite some time. What’s driving your decision?
SHU: I’ve been with PlayStation from the get-go, marking my 31st year now. When I hit the 30-year milestone, I thought it might be the right moment to move on. The company is thriving; I absolutely love the PS5 and the fantastic lineup of games. We have a dynamic new generation of leaders whom I admire greatly. I’m genuinely excited about PlayStation’s future.
So, it’s clear PlayStation is in capable hands, and it feels like the right time for me to step aside.
SID: That sounds quite logical. Let’s take a stroll down memory lane. Exactly how long have you been with PlayStation?
SHU: I joined Ken Kutaragi’s team back in February 1993 when they were working on the original PlayStation. At that time, Ken’s team was made up solely of engineers, and I was the first non-tech person to join as Sony Corporation was plotting to introduce PlayStation to the market. So, that’s been over 31 years now.
SID: Ken Kutaragi is often hailed as the father of PlayStation. How was it working at the company in those days before the original PlayStation launched?
SHU: When I came on board, we were just a department. Ken’s team handled development, another group under Sony Music Entertainment Japan focused on Super Nintendo games, and there was a small team preparing for PlayStation game development. These groups merged in November 1993 to form Sony Computer Entertainment.
When the company was officially launched as a joint venture, we threw a party where everyone fit into a single hotel room [laughs]. We only had about 80 people. We were quite small.
SID: A small team, but that must’ve been thrilling!
SHU: It truly was! The innovation from Ken’s team was astounding, with things like 3D graphics, real-time technology, and CD-ROM technology that made data-heavy games cost-effective. We had big dreams.
Yet, we weren’t initially recognized in the gaming industry. Many large electronics companies had tried and failed to break into gaming before us, so it was a challenge at first to be taken seriously before the PlayStation’s launch.
SID: It’s intriguing how things unfold over time. Now, 31 years later, it’s a very different picture. Tell me about your first role with PlayStation.
SHU: My initial job on Ken’s team was to liaise with publishers and developers across Japan. As the lead in account management, I would call numerous companies, spanning from Hokkaido to Kyushu, and arrange meetings with executives, including Ken Kutaragi, to present the PlayStation and encourage them to develop games for it.
It was a fun yet challenging time since not many in the industry believed in 3D graphics back then.
For more insights into Shuhei Yoshida’s early experiences with PlayStation, listen to our full discussion on the PlayStation Podcast.
SID: You eventually rose to become the President of PlayStation Studios. Are there any standout moments from your tenure there?
SHU: Throughout my time in game development, I’ve been extremely lucky to work with phenomenal games and teams. Every year, events like the DICE Summit were a joy, especially seeing our games frequently nominated for Game of the Year. It’s an honor to be part of one Game of the Year winner, but we managed to receive nominations nearly every year…
One memory that stands out is when Journey won the Game of the Year Award. It was a small, digital-only game available via PlayStation Network, offering a brief but profound experience in just a few hours.
Winning Game of the Year alongside major AAA titles was unprecedented at the time. Jenova Chen, the creator, gave a talk about an impactful letter he received from a young woman who found solace and strength to move on in life after losing her father by experiencing this game.
The audience gave him a standing ovation, and there was a shared sense of joy and amazement at the impact this small game had on people’s lives.
SID: How did you transition to your current role as Head of the Indies Initiative at Sony Interactive?
SHU: I’ve always had a passion for indie games. With the indie boom around 2000, digital distribution on platforms like PC, mobile, and console opened up opportunities for game-makers worldwide. This allowed innovative concepts to emerge without huge financial risks, paving the way for industry-wide experimentation. It was like a treasure hunt for me. While managing PlayStation Studios, creating AAA titles was thrilling.
However, whenever I attended events like E3 or Gamescom, I gravitated toward the indie game sections. I often discovered games I loved there, usually with the developers present, showcasing their creations. I would take photos with them to help promote their work.
While heading PlayStation Studios, supporting indies was almost a hobby, so transitioning to a role where I could focus all my time on helping indie developers felt like a dream come true.
And just for a bit of fun trivia: Shu was once featured as a playable character in Super Time Force Ultra by Capybara Games.