If you’ve been tuning into the PlayStation Podcast over the last 14 years, Shuhei Yoshida is likely a familiar name. Renowned for his tenure as President of PlayStation Studios during the PS3 and PS4 years, Yoshida has recently been a driving force behind indie games, spearheading the Indies Initiative at PlayStation.
With PlayStation’s 30th anniversary coming up next week, I had the chance to sit down with Yoshida to chat about his illustrious career, his future plans, and his favorite games throughout PlayStation’s history. Let’s dive into some highlights from our extensive talk.
(Interview condensed for clarity. For the full conversation, listen here. Available on Apple, Spotify, and direct download.)
SID: You were one of the first folks we had on the PlayStation Podcast—probably 14 years ago. It’s been a minute… what have you been up to?
SHU: Oh, I’ve been traveling a lot! I’ve been everywhere—Brazil, India, Australia, Sweden—catching up with developers, attending game events, checking out new releases, and tweeting about the games I enjoy over the year.
SID: We’re thrilled to have you with us again. I hear you have some big news to share today?
SHU: Absolutely, I do. I’ve decided to leave Sony Interactive Entertainment on January 15, 2025. It feels just like announcing the launch of a new game—something I haven’t done in quite a while [laughs].
SID: You’ve been with Sony Interactive for ages. What’s prompted this decision and timing?
SHU: I’ve been at PlayStation from the very start, and this marks my 31st year with the company. Hitting that 30-year milestone got me thinking it might be time to explore new avenues. The company is thriving, and I’m a huge fan of the PS5 and all the upcoming games. With a new generation of leaders I deeply respect at the helm, PlayStation’s future is bright. I believe the company is in capable hands, and it feels like the right moment for me.
SID: Makes perfect sense. Let’s look back at your career. Exactly how long have you been with PlayStation?
SHU: I joined Ken Kutaragi’s team in February 1993 when they were building the original PlayStation. Back then, it was just engineers—a full-on tech team. I was the first non-engineer brought on board as Sony began laying out plans to launch PlayStation. So, that takes us back 31 years.
SID: Ken Kutaragi is often regarded as the mastermind behind PlayStation. What was it like working there before the first console launched?
SHU: When I first joined, PlayStation was merely a department. Ken’s team was developing the console while another group at Sony Music Entertainment Japan was working on Super Nintendo games. They eventually combined forces to form Sony Computer Entertainment in November 1993. At the time, we threw a party to celebrate the venture; I remember there were just about 80 of us in a hotel room [laughs]. We were a tight-knit group.
SID: That sounds both small and incredibly invigorating!
SHU: Indeed, we were super excited. Ken and his team were pioneering incredible tech like 3D graphics, real-time processing, and CD-ROM storage—data-rich yet affordable. Our ambitions soared. However, the gaming industry didn’t recognize us yet. Large electronics companies had tried breaking into video games before and failed. Initially, we weren’t taken very seriously pre-launch.
SID: Funny how things turn out. Fast forward 31 years, and here we are. Could you tell me about your first role within PlayStation?
SHU: When I joined Ken’s team, my role was to engage with Japanese publishers and developers. As a lead in account management, I’d call companies across Japan—from Hokkaido to Kyushu—hoping to secure meetings. I’d bring a team, often including Ken himself, to pitch PlayStation and encourage game development for our platform. It was an exciting yet challenging time since not many believed in 3D graphics back then.
To learn more about Shuhei Yoshida’s journey with PlayStation during its formative years, check out our full discussion on the PlayStation Podcast.
SID: In time, you became President of PlayStation Studios. Any memories that stand out from those days?
SHU: I worked with fantastic teams producing brilliant games. Events like the DICE Summit were yearly highlights, with our games often nominated for Game of the Year. Even snagging one Game of the Year nod is incredible in this industry, and I was lucky to experience this repeatedly. However, one moment that stands out was when Journey won Game of the Year. It was a digital-only game available via PlayStation Network; small and short, roughly three hours in playtime. Yet, it claimed the top accolade over massive AAA titles—the first of its kind. Jenova Chen, the creator, gave a talk at the summit mentioning a heartfelt letter from a girl who lost her father, and Journey helped her heal. The audience was moved to their feet, making that small game a beacon of impact.
SID: How did you transition into your current role leading the Indies Initiative at Sony Interactive?
SHU: I’ve always been passionate about indie games. Around 2000, when the indie boom hit, digital distribution on PC, mobile, and consoles made it possible for anyone to create and market small games worldwide. This era birthed innovative opportunities for the industry. With minimal investment, small games allowed for experimentation, opening a new dimension for gaming. Managing PlayStation Studios was fulfilling, but at events like E3 or Gamescom, I gravitated toward indie games—discovering gems and often meeting the developers who showcased them. I’d snap photos with them to support and promote their titles. This was almost a hobby while leading PlayStation Studios. When offered a role focused fully on assisting indie creators, it truly was a dream come true.
Shu even made his way into the gaming world as a playable character in Super Time Force Ultra by Capybara Games.