If you’ve spent any time tuning into the PlayStation Podcast over the past 14 years, Shuhei Yoshida is likely a familiar name. Known for his long tenure as President of PlayStation Studios during the PS3 and PS4 eras, Yoshida has recently 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 catch up with Yoshida-san. We chatted about his illustrious career, future plans, and his favorite games from the past 30 years of PlayStation. Here are some highlights from our conversation.
Note: This interview has been edited for clarity and brevity. For the full discussion, click here. (Available on Apple, Spotify, direct download)
SID: You were one of our inaugural guests on the PlayStation Podcast some 14 years back. But it’s been quite some time… What’s been keeping you busy?
SHU: I’ve been on the move a lot! My travels have taken me to Brazil, India, Australia, and Sweden, where I’ve been meeting developers and attending gaming events. I’m also constantly checking out new games and sharing my favorites on social media.
SID: It’s great to have you back! I hear you have some exciting news to share with us today?
SHU: Yes, I do. I’m announcing my departure from Sony Interactive Entertainment on January 15, 2025. It feels a bit like announcing a new game release date, which I haven’t done in quite some time [laughs].
SID: You’ve devoted so many years to Sony Interactive. What prompted this decision and why now?
SHU: I’ve been part of the PlayStation journey from the very start, now totaling 31 years. As I reached this milestone, I reflected and felt it might be time for a new chapter. The company is thriving—I love the PS5 and its exciting lineup of games. We have new leadership that I deeply respect and I’m genuinely optimistic about PlayStation’s future. I feel the brand is in capable hands, so this seemed like the right moment for me.
SID: That’s understandable. Let’s take a stroll down memory lane. Exactly how long have you been with PlayStation?
SHU: I started with Ken Kutaragi’s team in February 1993, back when the original PlayStation was still in development. At that stage, Ken’s team was entirely engineers, and I was the first non-technical hire as Sony Corporation prepared to launch the PlayStation. That was 31 years ago.
SID: Ken Kutaragi is often referred to as the “Father of PlayStation.” How was it working at the company back then, before the PlayStation became what it is today?
SHU: When I joined, PlayStation was just a department within Sony. Ken’s team was deep into development, and there was another team under Sony Music Entertainment Japan developing Super Nintendo games. Both teams merged under what became Sony Computer Entertainment in November 1993. I vividly remember our celebratory party with about 80 people; our team was small but passionate.
SID: Sounds incredible! That must have been an exciting era.
SHU: Absolutely, the innovation was thrilling—introducing 3D graphics, real-time tech, and cost-effective CD-ROMs felt revolutionary. Our ambitions soared, but we weren’t yet a known player in the industry. It was a challenge as many other large electronics firms had tried and failed to break into gaming. Before the PlayStation launched, we weren’t taken very seriously.
SID: Funny how things evolve. We’re 31 years in now. Could you tell me about your very first role with PlayStation?
SHU: My initial job was to connect with publishers and developers in Japan, acting as lead in account management. I reached out from Hokkaido to Kyushu, setting appointments and bringing along executives, including Ken Kutaragi. We pitched the PlayStation to them, hoping they’d develop for it. It was a fantastic experience, although challenging, as the industry was skeptical of 3D graphics then.
To hear Shuhei Yoshida’s insights and stories from PlayStation’s early days, make sure to listen to our full discussion on the PlayStation Podcast.
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SID: You eventually rose to become president of PlayStation Studios. Is there a particular memory from your time there that’s especially meaningful?
SHU: I’ve been fortunate to work alongside fantastic teams on amazing games. Attending events like the DICE Summit was always a highlight, especially when our games earned Game of the Year nominations repeatedly. It’s a rare honor to be involved with even one Game of the Year contender, and I had that privilege almost annually.
But one standout moment was when Journey clinched the Game of the Year award. It was a small, digital-only game via PlayStation Network, completing in about three hours. Yet it beat AAA titles—a first for the industry. Jenova Chen, the creator, shared at a summit about a heartfelt letter from a girl who, after losing her father, found solace in playing Journey. Hearing that filled the room with an incredible sense of joy and inspiration.
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SID: What led you to your current role as Head of Indies Initiative at Sony Interactive?
SHU: I’ve always been passionate about indie games. The indie boom in the 2000s, fueled by digital distribution on platforms like PC, mobile, and consoles, opened the door for new ideas. Small games, with less financial risk, encouraged unique creativity and innovation, offering a treasure trove of opportunities for the industry.
While overseeing PlayStation Studios, building AAA games was rewarding, but at events like E3 or Gamescom, I cherished exploring the indie sections. I’d discover games I loved and often snapped photos with developers to promote their work. Transitioning to a role focused completely on supporting indies felt like a dream come true.
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Shu also makes a charming appearance as a playable character in Super Time Force Ultra from Capybara Games, showcasing his enduring impact on the gaming world.