If you’ve tuned into the PlayStation Podcast over the years, Shuhei Yoshida is a name you’re likely familiar with. Known widely for his tenure as the President of PlayStation Studios during the PS3 and PS4 era, Yoshida has recently been spearheading the Indies Initiative at PlayStation, championing independent developers with fervor.
With PlayStation’s 30th anniversary just around the corner, I had the chance to sit down with Yoshida for a chat about his illustrious career, future aspirations, and his favorite games spanning these three decades. Here are some highlights from our lengthy discussion.
Editor’s Note: The interview has been edited for clarity and brevity. For the full experience, listen to the conversation on Apple, Spotify, or direct download.
SID: You were actually one of our first guests on the PlayStation Podcast all those years ago. It’s been a while since, so what’s been keeping you busy?
SHU: Oh, I’ve been quite the globe-trotter lately! From Brazil to India, Australia to Sweden, I’ve been everywhere. My focus has been visiting developers, attending game events, checking out new creations, and of course, tweeting about the games that capture my interest over the year.
SID: It’s great to have you back! I hear you have some news to share with us today?
SHU: Indeed, I do! I’m stepping down from my role at Sony Interactive Entertainment come January 15, 2025… It feels a bit like announcing a game release date, something I haven’t done in a while [laughs].
SID: You’ve dedicated so much time to Sony Interactive. What’s behind this decision and timing?
SHU: I’ve been with PlayStation from the outset, hitting my 31st year now. Reflecting on the milestone of 30 years, I felt it might be the right time to transition. The company is thriving; I’m enamored with the PS5 and the exciting lineup of games. There’s a new generation of management whom I deeply respect and admire, and I’m enthusiastic about where PlayStation is headed.
PlayStation is certainly in capable hands, which signals to me that it’s a good time to step aside.
SID: That sounds very reasonable. It’s been a substantial journey with PlayStation. Exactly how long have you been part of this family?
SHU: I joined Ken Kutaragi’s team back in February of 1993. They were in the throes of developing the original PlayStation back then. Ken’s squad was entirely engineers — I was the first on board without a technical background as Sony Corporation started planning PlayStation’s market entry. That was 31 years ago.
SID: And what was working there like in the early days, before the original PlayStation took the world by storm?
SHU: When I joined, we were really just a small department. Ken’s team was dedicated to development, and there was another team under Sony Music Entertainment Japan focused on creating games for the Super Nintendo. Both teams eventually merged to form Sony Computer Entertainment in November 1993.
Our initial establishment as a joint venture was modest — we had a celebratory party where everyone fit into one room at a hotel [laughs]. We were a pretty tight-knit group, about 80 people.
SID: That must’ve been thrilling!
SHU: Oh, absolutely! The innovation Ken’s team was introducing was electrifying, with things like 3D graphics, real-time technology, and the cost-effective potential of CD-ROMs. Our ambitions were as high as our hopes.
At that time, we were unknown in the video game industry. Other big electronics firms had tried to break into gaming and hadn’t succeeded, so there was skepticism towards us before the PlayStation launch.
SID: It’s amazing to think how far things have come. After all these years, let’s talk about your first role with PlayStation.
SHU: I started by engaging with publishers and developers in Japan, overseeing account management. This involved reaching out to numerous companies across Japan, from Hokkaido to Kyushu. I would arrange visits with executives, Ken Kutaragi included, to promote PlayStation and inspire them to develop games on our platform.
Those were fun but challenging times since many weren’t sold on the future of 3D technology yet.
For a deeper insight into Yoshida’s early PlayStation experiences, tune into our full discussion on the PlayStation Podcast.
SID: Later, you became President of PlayStation Studios. Do any memories distinctly stand out from that period?
SHU: There were countless memorable games and amazing teams I had the pleasure of working with. Attending events like DICE Summit was particularly thrilling; our games often got nominated for Game of the Year. It was almost a yearly expectation!
However, one moment stands above the rest — when Journey won Game of the Year. It was a digital-only, three-hour game on PlayStation Network that triumphed against big AAA titles, a first in the industry. Jenova Chen’s post-win speech, where he read a heartfelt letter from a girl who overcame a life hurdle thanks to the game, was moving. The room was overwhelmed with joy. It highlighted the profound impact a small game could have on people’s lives.
SID: How did you transition to your current role as Head of Indies Initiative at Sony Interactive?
SHU: I have a passion for indie games. The indie boom in the 2000s, fueled by digital distribution across PC, mobile, and consoles, democratized game creation. It allowed nearly anyone globally to develop new ideas and distribute them widely.
With small games, the lack of large capital investment offers the freedom to experiment with unique concepts, sparking new industry channels. It felt like a treasure hunt. Even when I was managing larger studios, making AAA games, I gravitated toward indie game zones at events like E3 or Gamescom. I’d often meet developers, take photos, and help promote their games.
What began as a hobby while managing PlayStation Studios became a dream job with the Indies Initiative, dedicating my full time to support indie creators.