If you’ve been tuning into the PlayStation Podcast over the past 14 years, then Shuhei Yoshida needs no introduction. Widely recognized for his significant role as the President of PlayStation Studios during the PS3 and PS4 eras, Yoshida has spent recent years promoting independent developers as the Head of Indies Initiative at PlayStation.
With PlayStation’s 30th anniversary just around the corner, I had the opportunity to sit down with Yoshida to chat about his journey, plans moving forward, and his favorite games over PlayStation’s three-decade history. Here are some highlights from our extensive conversation.
Note: The interview has been condensed for clarity and brevity. For the full discussion, click [here](Apple, Spotify, direct DL).
SID: You were one of our inaugural guests on the PlayStation Podcast roughly 14 years ago. It’s been a while since then. What have you been up to?
SHU: I’ve been traveling a lot! Been bouncing across the globe—from Brazil to India, Australia to Sweden—visiting developers, attending game events, checking out new titles from various creators, and sharing my thoughts about games I enjoy on social media.
SID: We’re thrilled to have you back; it’s definitely time for a catch-up. I heard you have some news to share?
SHU: Yes, indeed! I have an announcement: I’ll be leaving Sony Interactive Entertainment on January 15, 2025. It feels a bit like announcing a new game launch, something I haven’t done in a long time [laughs].
SID: You’ve been with Sony Interactive for such a long time. What motivated your decision and timing?
SHU: Having been with PlayStation since its inception, it’s now my 31st year. Hitting the 30-year mark got me thinking that it might be time to move on. The company is flourishing—PS5 is fantastic, and there are outstanding games on this platform. The new management is composed of people I respect greatly. I’m very excited about PlayStation’s future.
PlayStation is in really capable hands. I felt it was the right time.
SID: That sounds very logical. Looking back at your career, how long have you been with PlayStation exactly?
SHU: I came aboard Ken Kutaragi’s team back in February of 1993, during the nascent days of the original PlayStation’s development. Ken’s team was all engineers. I was the first non-technical person to join as Sony Corporation began planning PlayStation’s market debut. That’s 31 years ago.
SID: Ken Kutaragi is often hailed as the father of PlayStation. What was the atmosphere like at the company before PlayStation’s launch?
SHU: When I joined [PlayStation], it was just a department. Ken’s team was behind the tech development, while another group under Sony Music Entertainment Japan worked on Super Nintendo games and preparing for PlayStation titles. These eventually merged into Sony Computer Entertainment in November 1993.
Upon setting up as a joint venture, we threw a party, with everyone sharing one room at the hotel [laughs]. We were only about 80 people back then.
SID: A small team, yet it must’ve been buzzing with excitement!
SHU: Oh, absolutely! Innovation was key with Ken’s team, exploring 3D graphics, real-time technology, and cost-effective CD-ROMs filled with data. Our hopes and ambitions were soaring.
However, we were unknown in the gaming industry, overlooked in an industry where other electronics giants had tried and failed. Before PlayStation’s launch, we weren’t taken very seriously, to be honest.
SID: It’s fascinating how times have changed. Thirty-one years later, it’s a different story. What was your initial role with PlayStation?
SHU: I joined Ken’s team to liaise with Japanese publishers and developers. As a lead in account management, I reached out to numerous companies, from Hokkaido to Kyushu. I’d arrange meetings and visit with Ken Kutaragi and other executives, discussing how they could develop PlayStation games.
Those were exciting, yet challenging times since not everyone bought into 3D graphics at the time.
SID: Eventually, you became the president of PlayStation Studios. Do you have any standout memories from your time there?
SHU: Over the years, I’ve worked on numerous incredible games with equally amazing teams. Attending events like the DICE Summit was always a highlight, especially when our games snagged Game of the Year nominations. It’s a rare honor to have your game recognized, and I experienced that almost annually.
Yet, one occasion that shines particularly bright in my memory is when Journey clinched the Game of the Year Award. Released digitally via PlayStation Network, Journey was a small game that could be completed in about three hours. Despite its modest size, it triumphed over AAA titles—a first, I believe.
I remember Jenova Chen, the creator, receiving a letter from a girl who had lost her father. The game helped her cope. The audience stood for a heartwarming ovation, demonstrating how even smaller games can profoundly impact lives.
SID: How did you transition into your role as Head of Indies Initiative at Sony Interactive?
SHU: I’m a huge indie game enthusiast. When the indie scene blossomed in the 2000s, with digital distribution taking off across platforms, it was a thrilling time. It opened up industry possibilities, allowing bold new ideas to flourish.
Smaller games involve lesser capital, letting creators experiment with fresh concepts, sparking a new channel for innovation in the industry. It felt like discovering hidden treasure for me. While managing [PlayStation Studios], handling big AAA projects was fulfilling.
Yet, at events like E3 or Gamescom, you’d often find me roaming the indie game sections. There, I’d discover games I adored and often meet the developers. I’d snap photos with them to help promote these gems.
This was my hobby while overseeing PlayStation Studios. Transitioning to a role where I’m focused 100% on supporting indie games? It’s truly a dream come true.
And there you have it, a peek into Shuhei Yoshida’s incredible journey across three decades with PlayStation. His passion for gaming innovation is infectious, making him a beloved figure in the industry.