If you’ve been tuning into the PlayStation Podcast over the last 14 years, you’re probably familiar with Shuhei Yoshida. Known for his long stint as the President of PlayStation Studios during the PS3 and PS4 eras, Yoshida-san has spent recent years championing independent developers in his role as Head of Indies Initiative at PlayStation.
With PlayStation gearing up for its 30th anniversary celebration next week, I managed to snag some time with Yoshida-san. We talked about the journey he’s been on throughout his career, what lies ahead, and of course, his favorite games from PlayStation’s impressive history. Below are some snippets from our enlightening interview.
(Note: The interview has been edited for clarity and conciseness. You can listen to the full conversation here: [Apple Podcast, Spotify, direct download])
SID: Shuhei, you were one of our earliest guests on the PlayStation Podcast, probably about 14 years back. It’s been some time since we’ve last caught up… What have you been doing recently?
SHU: I’ve been quite the globetrotter lately! I’ve traversed the globe, stopping in places like Brazil, India, Australia, and Sweden. I’ve been meeting with developers, attending game events, checking out new games, and tweeting about my favorites as the year progresses.
SID: It’s great to have you back! I’ve heard you have some news to share with us today?
SHU: Indeed, I do have an announcement. I’m planning to leave Sony Interactive Entertainment on January 15, 2025… It feels like I’m revealing the release date for a new game, something I haven’t done in ages [chuckles].
SID: You’ve been a part of Sony Interactive for such a long time. What prompted this decision now?
SHU: I’ve been intertwined with PlayStation from its inception, and this marks my 31st year here. As I reached the 30-year milestone, it felt like the right moment to consider moving on. The company is flourishing; I adore the PS5 and am thrilled with the games on the horizon. We have an impressive new wave of management that I truly respect and am excited for what the future holds for PlayStation.
So, knowing that PlayStation is on the right path, I felt that now was the right time for me to step down.
SID: That makes a lot of sense. Let’s take a step back and reflect on your career. How long, exactly, have you been with PlayStation?
SHU: Oh, I joined Ken Kutaragi’s team way back in February 1993, during the development of the first PlayStation. At that time, Ken’s team was comprised entirely of engineers, and I was the first person from a non-technical background to come aboard. Sony Corporation had just begun planning how to launch PlayStation in the market, so I’ve been here for 31 incredible years.
SID: Ken Kutaragi, often hailed as the father of PlayStation—what was it like back then, before the original PlayStation even hit the market?
SHU: When I joined, we were just a department. Ken’s team focused on development, while another group under Sony Music Entertainment Japan worked on games for the Super Nintendo, preparing to create titles for PlayStation. The two teams eventually came together in November 1993 to form Sony Computer Entertainment.
Back when we had our joint venture launch party, it was just a tight-knit group. I remember everyone fitting into one room at the hotel for the celebration [laughs]. We were around 80 people total—such humble beginnings.
SID: Small, but undoubtedly a thrilling time!
SHU: Absolutely, we were buzzing with excitement about the innovation Ken’s team brought—3D graphics, real-time tech, and the CD-ROM packed with data at a lower production cost. Our ambitions soared high.
However, we barely registered on the video game industry’s radar. Other major electronics firms had tried entering the market and faltered, so initially, no one took us seriously prior to the PlayStation launch.
SID: It’s funny how things play out. Now, here we are, 31 years later, and it’s a completely different narrative. Can you tell us about your first assignment with PlayStation?
SHU: When I joined Ken’s group, my job was to engage with publishers and developers across Japan. Acting as a lead in account management, I dialed up a host of companies from Hokkaido to Kyushu, setting up meetings and taking a delegation, Ken Kutaragi included, to meet publishers and discuss the PlayStation. We hoped to convince them to develop games for our platform.
It was an exhilarating yet challenging period because many people in the industry were skeptical about 3D graphics technology back then.
To delve deeper into Shuhei Yoshida’s early days with PlayStation, make sure to listen to our full podcast discussion.
SID: You eventually became the president of PlayStation Studios. Do you have any standout memories from your time there?
SHU: There were so many unforgettable experiences, working alongside phenomenal teams and on incredible games. Events like the DICE Summit were always a blast, especially when our games were up for Game of the Year. Making it onto that list even once is incredibly lucky, but to be nominated almost annually…
The moment I remember most vividly is when Journey won the Game of the Year Award. A digital-only, indie game distributed via PlayStation Network, it stood out in an industry dominated by AAA titles.
Creator Jenova Chen shared a touching story at the summit about a letter from a girl who had lost her father, and how the game helped her move forward in life. It was an electrifying moment as the audience rose in unison, celebrating the profound impact this small game had on people’s lives.
SID: How did you find your way to your current role as Head of Indies Initiative at Sony Interactive?
SHU: I’ve always had a passion for indie games. With the indie boom in the 2000s, digital distribution across PC, mobile, and console made it possible for small developers worldwide to not only create but sell their games globally, sparking immense creativity in the industry.
The beauty is, without heavy financial backing, smaller games can explore new, uncharted ideas, opening an entirely new avenue for the industry. It felt like a treasure hunt for me. While managing [PlayStation Studios] was rewarding, at events like E3 or Gamescom, I often gravitated toward the indie sections. Meeting developers showcasing their creations was a personal highlight; I’d snap pictures with them to help promote their games.
This love for indie games was my hobby during my time at PlayStation Studios. So, when I got the opportunity to work full-time supporting indie developers, it felt like I had landed a dream job.
Shu was portrayed as a character in Super Time Force Ultra by Capybara Games.