From a young age, Shuhei Yoshida harbored a dream of living beyond Japan’s borders. Growing up in Kyoto, he pursued science at university, spending his free time battling monsters in Dragon Quest. He longed for an adventure of his own, and as if by destiny, opportunity soon arrived.
Fresh out of college, Yoshida excitedly joined Sony’s corporate strategy group. He recalls, “With products like the Walkman, TV, and video, 80% to 90% of Sony’s business was conducted outside Japan. So, I thought, at Sony, I might finally have a chance to live abroad.”
Working within Sony’s management, Yoshida’s role was to help internal businesses expand. One new team, led by Ken Kutaragi, particularly captured his attention. They had just completed the audio chip for Nintendo’s hugely successful SNES console. Although a colleague was officially assigned to the project, Yoshida eagerly offered assistance wherever he could. “Ken’s team then began developing a CD-ROM system for the Super Nintendo,” Yoshida explained. “My colleague wasn’t a huge video game fan, so I often provided him with advice.”

The Nintendo Betrayal
As Yoshida passionately discussed video games, Kutaragi’s team meticulously developed the SNES CD-ROM expansion, known internally as the Nintendo PlayStation. While Sony ventured into laptops and PCs, Yoshida remained focused until 1991, when Sony’s partnership with Nintendo abruptly dissolved.
“At CES, Sony was gearing up to announce the original Nintendo PlayStation,” Yoshida recounted. “But just days before, Nintendo publicly announced a collaboration with Philips for their CD-ROM attachment instead.”
This move, after years of joint efforts, left everyone at Sony stunned. Yoshida mused, “I believe it was vaporware. I think Nintendo simply made that announcement to escape their contract with Sony.” Regardless of Nintendo’s motives, Sony felt publicly betrayed. “After that, Sony had two paths,” Yoshida stated. “Abandon the video game business entirely, or create their own console.”
As history shows, Sony chose the latter. But merely releasing a rival console wasn’t enough; Sony’s incensed upper management demanded a machine that would unequivocally outperform Nintendo’s upcoming offering. Yoshida revealed, “Ken [Kutaragi] capitalized on Sony management’s anger to secure the necessary investment for a console with true real-time 3D graphics. This resulted in a system far more powerful than the initial Nintendo PlayStation, which was based on Super NES technology.”
Sony’s Retaliation: The Birth of PlayStation
With Sony Music’s partnership to finance the ambitious new console, Operation PlayStation was greenlit. In February 1993, Yoshida’s fervent office discussions about video games finally paid off, and he was assigned to Kutaragi’s PlayStation third-party licensing team. “Everyone else on my team was an engineer,” Yoshida recalled. “I felt incredibly fortunate.”
Under the guidance of Sony Music Japan, Yoshida’s team adopted a record label-like approach, visiting numerous game publishers and independent developers to persuade them to bring their creations to Sony’s new system. However, Yoshida and Kutaragi faced not only skepticism about Sony’s gaming capabilities but also publishers’ doubts concerning 3D gaming itself.
“Only a few companies were truly captivated by PlayStation’s real-time 3D capabilities,” Yoshida said of his early meetings. “At the time, most people weren’t accustomed to 3D graphics.” Fortunately, that same year, Sega unveiled Virtua Fighter in arcades, the first genuine 3D fighting game, and publishers finally began to grasp 3D’s potential.
Yoshida remembered, “As soon as that announcement broke, my phone was flooded with calls from companies eager to collaborate with PlayStation. Sega Saturn was our primary competitor, but Sega inadvertently helped educate the industry that 3D graphics could extend beyond just racing or shooting games.”
While Virtua Fighter eventually won over 3D skeptics, Yoshida noted that one publisher, Bandai Namco, believed in PlayStation from the outset. He described them as Sony’s “biggest ally for the PlayStation launch.” This relationship stemmed from Namco having 3D arcade games ready that the existing 16-bit consoles couldn’t run. Titles like Ridge Racer and Tekken became critical graphical showcases for Sony’s new console on day one.
However, it was securing Nintendo’s former third-party favorite, Squaresoft (now Square Enix), that truly cemented PlayStation’s success in Japan. “Square had obviously achieved massive success with Final Fantasy games on Super Nintendo,” Yoshida explained. “But Sakaguchi-san, the creator, was deeply dissatisfied with Nintendo’s decision to use cartridges for the Nintendo 64.” Sakaguchi envisioned games with full 3D cinematic sequences, grand epics that would immerse players in his fantastical worlds. “The cartridge’s limited memory prevented him from realizing this vision,” Yoshida elaborated. “So, he was very keen to work on a CD-ROM-based system.”
Winning Over Squaresoft with Sake and Song
PlayStation wasn’t the only CD-ROM system vying for attention. With Sega also attempting to secure Square’s next big title, Sony was desperate to sign Final Fantasy VII first. Luckily, Sony had a secret weapon. “My boss, who hailed from Sony Music Japan, was an incredible schmoozer,” Yoshida chuckled. “He often spent time with another vice president from Square, who managed their business operations. I joined them for dinner and karaoke countless times, and he charmed his way into convincing them that Sony was easy to work with.” The secret to Final Fantasy VII joining PlayStation? Sake and karaoke. Yoshida laughed, “That’s how business is done in Japan!”
The rest, as they say, is history. PlayStation launched in Japan in December 1994 to immense success, selling 300,000 units in its first year before expanding to Europe and the US in 1995. Yoshida also credited Sony Music’s emphasis on elevating game developers as a key factor. “They viewed game creators as artists, much like musicians,” Yoshida explained. “Some companies would not allow developers to use their real names in game credits, fearing other companies would poach them. But PlayStation declared, ‘Let’s have magazines interview creators; let’s make them stars!'”

With third-party developers flocking to the console, Yoshida’s initial mission was accomplished. He soon transitioned to leading first-party projects, contributing to titles like Ape Escape and The Legend of Dragoon. Yet one PS1 classic slipped through his fingers. “Another team I assembled couldn’t complete their game on PS1, which was Ico,” Yoshida lamented, referring to Fumito Ueda’s acclaimed classic. “We had an astonishing prototype, but the game struggled on PS1, running at a mere 10fps. Ueda-san’s vision was too ambitious, so I moved the project to PS2.”
Then, in 2000, Yoshida’s childhood dream finally materialized as he relocated to the US to head development for Sony’s American studios. Sony, too, was living its own dream, as its once-unproven gaming venture had become the dominant console during the PS2 generation. While Yoshida expressed regret over a few missed exclusives—”Capcom decided to release Resident Evil 4 on GameCube, why?! We had Resident Evil 1, 2, and 3 on PlayStation…”—as the PS2 era concluded, Sony seemed unstoppable.
And then, everything went awry.
The PS3 Era: A Self-Inflicted Wound
When the PlayStation 3 launched in 2006, its exorbitant price tag ($499.99) and notoriously complex Cell architecture turned the PS3 generation into a monumental disaster. Suddenly, Sony found itself losing ground to Microsoft, another electronics giant that had recently entered the console market.
“The PS3 generation was grueling,” Yoshida recalled. “For the first couple of years, it was incredibly frustrating to see the same games launch on both PS3 and Xbox 360, with the Xbox 360 versions consistently outperforming ours. In theory, the PS3 was designed to be far more powerful, but at launch, we couldn’t demonstrate that. While our first-party games like Resistance looked great, third-party titles were constantly subjected to unfavorable side-by-side comparisons with the 360. It was truly shocking.”
By the end of the generation, the PS3 had persevered, eventually building an impressive catalog of exclusive titles. These mature, story-driven games would ultimately shape the tone for Sony’s highly successful PS4 library. Yoshida credited the quality of these games to Sony executives’ patience; despite their dissatisfaction, he said his bosses allowed him to delay unfinished PS3 games, regardless of the cost.
“Every year, I had to apologize to the business side for delaying games,” Yoshida stated. “But the company understood that by dedicating sufficient time and refining the games, they would ultimately sell better than if rushed.”
One such game Yoshida repeatedly had to delay? An ambitious zombie project from the creators of Uncharted. “It was somewhat surprising that Naughty Dog wanted to move on from Uncharted, but also that they aimed to create something truly mature,” he remembered. “Uncharted was a summer blockbuster for a broad audience, so I was initially concerned we might be targeting too niche a market by going so mature. But in the end, their artistry produced such an incredible game that it established an IP even larger than Uncharted—The Last of Us. I’m thrilled they’re working on a new IP again with Intergalactic.”
Harmonizing Hardware and Software
The conclusion of the PS3 era brought a leadership change, with Kaz Hirai taking over from Ken Kutaragi. Subsequently, Yoshida focused on fostering collaboration between developers and the hardware team during the PlayStation 4’s production, determined to prevent a repeat of the PS3 generation’s missteps. “Kaz asked me to relocate to Japan to work intimately with the hardware team,” Yoshida recollected. “I was able to connect them with the right Worldwide Studio members, and that’s how, in my opinion, the PS4 and PS Vita became truly excellent systems for developers.”
In his final years at Sony, Yoshida shifted his focus from high-level first-party decisions, returning to his PS1 roots. He found himself less interested in the blockbuster AAA titles and increasingly drawn to the quirky indie gems emerging from the shadows. “I was a fervent advocate for indie games,” Yoshida smiled. “Every time I attended a gaming event like E3 or Gamescom, even with our prominent booths showcasing major first-party titles, I always gravitated towards the indie section. When I discovered a game I admired, I would take a photo with the developers and strive to help promote it. We successfully supported games like Journey… This passion ultimately led me to become PlayStation’s evangelist for indie games during the last five years of my career there.”

A New Chapter for an Industry Icon
As of January 2025, Yoshida operates as a freelance consultant, collaborating directly with independent developers. Beyond his renowned advocacy for indies, Yoshida is also a strong proponent of virtual reality, currently working with veteran VR developer NDreams on their recently launched game, Reach. This isn’t a new passion for Yoshida, however, as he revealed his crucial role in bringing the original PSVR to market. “I was involved in the hardware development of the first PSVR,” Yoshida shared. “The project began as a grassroots effort from Santa Monica Studio during the PS3 era.”
Using the PS Move’s 3D-tracking capabilities, Sony Santa Monica ingeniously cobbled together a rudimentary, handmade VR headset in their spare time. Yoshida was immediately captivated. “They customized a God of War game on PS3 for it, and when I tried it, I was simply amazed, thinking, ‘Wow, I’m actually inside God of War!’ I looked down and saw myself as Kratos! It was an incredible experience.”
As he enthusiastically discussed his Xbox ROG Ally X preorder and expressed regret over the demise of the Vita, it was impossible not to be charmed by Shuhei Yoshida. His playful spirit is palpable, a quality evident throughout the numerous initiatives he spearheaded at PlayStation. From the unique game curation of the PS1 era to the childlike wonder of PSVR, after 39 years, Yoshida’s playful influence will undoubtedly be missed by PlayStation fans.
Yoshida smiled, “The PS1 generation felt much like an indie scene. So many small teams were crafting fascinating new concepts that emerged from nowhere. Countless hit products originated from non-traditional game creators.” Now, as Yoshida embarks on a new chapter, guiding independent creators, it appears he is ready to share that very playfulness with the broader gaming world once more.