Shuhei Yoshida oversaw the company from 1996 through 2000. Yoshida started creating teams and hired for them, while simultaneously assisting other developers for Sony-published exclusives; said teams included Sugar & Rockets, Arc Entertainment and Contrail.[3] These teams were consolidated into the company in 2000.[4] Sony's internal development team also developed original titles such as Ape Escape and The Legend of Dragoon, with dedicated teams such as Team Ico for Ico, Project Siren/Team Gravity for Siren and Gravity Rush and Polys Entertainment for Gran Turismo (which eventually was spun out as Polyphony Digital) emerging.[5] Alongside these first-party titles, the latter years of the original PlayStation saw strong third-party support, with games like Square's Final Fantasy VII and Konami's Metal Gear Solid. According to Yoshida, this led Sony into some complacency on relying on third-party games to support further consoles, and oversight and support for first-party games was less of a priority.[5] The studio was moved to SCE Worldwide Studios in 2005, rebranding afterwards as Japan Studio; the brand first appeared in Genji: Days of the Blade, the studio's first game for the PlayStation 3. Though Japan Studio's output during the PlayStation 2 years were strong, it struggled to release successful games during the PlayStation 3 era. Yoshida attributed this to the general game development practice in Japan which he described as a "grassroots and bottom up", without a clear vision of what a final game would look like, with exceptions being for people like Kazunori Yamauchi or Fumito Ueda who possessed a specific drive towards a product. In contrast to Western video game development, Yoshida said Japan Studio's methods tended to allow games to wander.[5] Allen Becker, who led Japan Studio starting in 2011, said that their complacency during the PlayStation 2 and PlayStation 3 era caused the studio to fall behind on updated tools and methodologies for game development.[2]
Yoshida took over full control of Japan Studio in 2008, at the same time that the PlayStation 3 was out and Sony was preparing to launch the PlayStation 4 and PlayStation Vita. Around that time, mobile gaming and casual gaming started to become a major factor in the Asian video game market and drove competition from the consoles.[5] Sony found that there was a lack of triple-A third-party support for these new products, and they had to turn to rely on their internal studios for game support. To get Japan Studio back on track, Sony brought in Becker, who had been working at Santa Monica Studio, to lead Japan Studio. Becker made several tough calls of the 40-some games that were in development at the time of his arrival to terminate development of those unlikely to be successful and implemented similar development processes as Sony's Western studios to get the studio back on track.[5] Though Becker's approach, the studio was able to release shorter but cohesive titles that still reflected a Japanese approach to video games, such as Puppeteer, Rain and Knack.[5] Also during this time, emphasis was placed on The Last Guardian, the highly anticipated third title from Ueda which had been in development for over six years, eventually released in 2016.[2]
Across late 2020 and early 2021, several notable Japan Studio employees announced that they were departing the company.[6][7][8] According to multiple sources speaking with Video Games Chronicle Sony had not renewed most of the contracts for the studio outside of those on the Team Asobi because the studio was not considered profitable enough to continue with original game development.[9] In a statement, Sony stated that, as of 1 April 2021, Japan Studio would be re-centered around Team Asobi to build on the popularity of Astro's Playroom.[10] Before and shortly after 1 April 2021, several additional Japan Studio staff announced their departure from the studio.[11] Team Asobi was moved into PlayStation Studios in June 2021.[12]Shawn Layden, former chairman of SIE Worldwide Studios, stated in 2024 that Japan Studio had been suffering from "legacy malaise", having failed to recreate the successful games they once had and lacked the experience to do so again, and eliminating all but Team Asobi was akin to "trimming a bonsai", hopeful that the smaller team would be able to recapture the earlier successes.[13]
Polys Entertainment was founded in 1994 as a team under Japan Studio and was formally spun off into Polyphony Digital after the success of Gran Turismo.
Team Asobi is a team founded in 2012 by Nicolas Doucet, who previously worked for London Studio and Saffire.[27] In April 2021, they were formally spun off into a separate studio under SIE Worldwide Studios.[12]
Team Gravity, originally known as Project Siren, was a team formed in 1999 by former members of Team Silent, the creators of Silent Hill.[30] The team developed games in the Siren and Gravity Rush series and was led by game designer and director Keiichiro Toyama, who, alongside designers Kazunobu Sato and Junya Okura, left Japan Studio in late 2020 to form Bokeh Game Studio.[31]
^Mark Cerny (November 29, 2013). "How Knack's unlockable gadgets work". PlayStation Blog. Sony Computer Entertainment Europe. Archived from the original on March 8, 2016. Retrieved December 18, 2015.