Japan Studio was a Japanese video game developer of Sony Interactive Entertainment based in Tokyo. It was best known for the Ape Escape, LocoRoco, Patapon, Gravity Rush, and Knack series, Ico, Shadow of the Colossus and Astro's Playroom. In April 2021, Japan Studio was reorganized and merged with Team Asobi and other SIE studios.
History
Sony Computer Entertainment was founded in Tokyo on 16 November 1993, jointly established by Sony and Sony Music Entertainment Japan.[3] The studio was run similar to Sony Music Entertainment Japan during its first few years, with producers seeking out creative talent and nurturing them to help develop new games.[4] Examples of these works included PaRappa the Rapper by NanaOn-Sha, and Everybody's Golf by Camelot Software Planning.[4]
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.[5] These teams were consolidated into the company in 2000.[6] Sony's internal development team also developed original titles such as Ape Escape and The Legend of Dragoon, with dedicated teams lead by Fumito Ueda and Keiichiro Toyama; another such team, Polys Entertainment, was spun off as Polyphony Digital due to the success of Gran Turismo.[7] 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.[7] 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.[7] 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.[4]
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.[7] 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.[7] 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.[7] 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, years after Ueda left the studio and formed genDesign.[4]
Across late 2020 and early 2021, several notable Japan Studio employees announced that they were departing the company.[8][9][10] According to multiple sources speaking with Video Games Chronicle Sony had not renewed most of the contracts for the studio outside of those on Team Asobi because the studio was not considered profitable enough to continue with original game development.[11] 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.[12] Before and shortly after 1 April 2021, several additional Japan Studio staff announced their departure from the studio.[13] Team Asobi was moved into PlayStation Studios in June 2021.[14] 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 it 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.[15] Yoshida said in a 2025 interview that with the growth of indie games, the gap widened between triple-A games and smaller games of the type Japan Studio specialized in, and it became difficult for the studio to gain approval for such concepts within Sony. Yoshida gave the example of Keiichiro Toyama, who led development of Gravity Rush 2; though he had ideas for smaller games, he could not get approval by Sony for these, so left the company in 2020, founded his own independent studio Bokeh Game Studio, and began releasing his own smaller games, starting with Slitterhead.[16]
List of games
1994–1998
1999–2000
2001–2002
2003–2005
2006–2007
2008–2009
2010–2014
2015–2020
Teams
Japan Studio was formed by several internal development teams, with all of them being disbanded, reorganised, or spun off into a separate studio.
The studio's unnamed main unit, its first development team, is responsible for all co-development efforts. As a primary developer, it developed the Ape Escape and LocoRoco series as well as individual titles like The Legend of Dragoon and Fantavision.
Polys Entertainment
A unit of SCEJ headed by Kazunori Yamauchi dedicated to racing games and the second established. Initially developing Motor Toon Grand Prix and its sequel, the success of its 1997 racing game Gran Turismo caused it to be formally spun off into Polyphony Digital.
Team Asobi
A development unit established in 2012 by Nicolas Doucet, who previously worked for London Studio and Saffire.[30] It worked on the Astro Bot series in the entire span of its existence under Japan Studio. In April 2021, they were formally spun off into a separate studio under SIE Worldwide Studios, serving as a successor to Japan Studio after its redundancy.[14]
Team Ico
A development unit headed by Fumito Ueda and the third established in the studio. It developed Ico and Shadow of the Colossus.[31] They were disbanded following lead game designer Fumito Ueda departing the company and establishing genDESIGN during development of The Last Guardian.[32]
Team Gravity
A development unit formed in 1999 by former members of Team Silent, the creators of Silent Hill.[33] 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.[34]
External links
References
- 人事・機構改革のお知らせ Sony Interactive Entertainment, 7 July 2005, retrieved 5 January 2025^
- Hirohiko Niizumi. SCE reorg taps Harrison, Yamauchi, Chatani GameSpot, 8 July 2005, retrieved 5 January 2025^
- Marc Nix. The Future of PSP — SCE Japan IGN, 23 March 2007, retrieved 1 March 2021^
- Andrew Goldfarb. How PlayStation's Japan Studio Stands Out IGN, 30 June 2017, retrieved 9 June 2021^
- Digital entertainment and software production companies founded Sony Computer Entertainment, Inc., 14 October 1997, retrieved 1 August 2016^
- Personnel reform and reorganisation announcement Sony Computer Entertainment, Inc., 1 August 2000, retrieved 1 August 2016^
- Brian Ashcroft. How Sony's Hometown Studio Rose From the Ashes In Time for the PS4 Kotaku, 4 November 2013, retrieved 9 June 2021^
- Sal Romano. Siren and Gravity Rush creator Keiichiro Toyama leaves Sony Interactive Entertainment Japan Studio, establishes Bokeh Game Studio Gematsu, 2 December 2020, retrieved 22 June 2021^
- Sal Romano. Teruyuki Toriyama to leave Sony Interactive Entertainment Japan Studio Gematsu, 24 December 2020, retrieved 22 June 2021^
- Sal Romano. Bloodborne producer Masaaki Yamagiwa to leave Sony Interactive Entertainment Japan Studio at the end of February Gematsu, 25 February 2021, retrieved 22 June 2021^
- Andy Robinson, Alex Calvin. Sources: PlayStation is winding down Sony Japan Studio Video Games Chronicle, 25 February 2021, retrieved 25 February 2021^
- Matt Kim. PlayStation Confirms Japan Studio Will be Re-Organized IGN, 25 February 2021, retrieved 25 February 2021^
- Matt Kim. Sony Japan Studio Restructure Leads to Mass Exodus of Developers IGN, 1 April 2021, retrieved 1 January 2025^
- Nicolas Doucet. Introducing Team Asobi, creators of the Astro Bot series PlayStation Blog, 2 June 2021, retrieved 2 June 2021^
- Sony's closure of Japan Studio was like "pruning a bonsai", says former PlayStation boss www.eurogamer.net, retrieved 2025-12-28^
- Jordan Middler. PS5: Japan Studio closed because the double-A market has 'disappeared', says Shuhei Yoshida Video Games Chronicle, February 19, 2025, retrieved February 19, 2025^
- JAPANスタジオ作品一覧 1998年~1994年 Sony Interactive Entertainment, 2021, retrieved 1 March 2021^
- JAPANスタジオ作品一覧 2000年~1999年 Sony Interactive Entertainment, 2021, retrieved 1 March 2021^
- JAPANスタジオ作品一覧 2002年~2001年 Sony Interactive Entertainment, 2021, retrieved 1 March 2021^
- JAPANスタジオ作品一覧 2005年~2003年 Sony Interactive Entertainment, 2021, retrieved 1 March 2021^
- JAPANスタジオ作品一覧 2007年~2006年 Sony Interactive Entertainment, 2021, retrieved 1 March 2021^
- JAPANスタジオ作品一覧 2009年~2008年 Sony Interactive Entertainment, 2021, retrieved 1 March 2021^
- JAPANスタジオ作品一覧 2014年~2010年 Sony Interactive Entertainment, 2021, retrieved 1 March 2021^
- James Gallagher. Five Things We Learned at the Japan PS Vita Launch PlayStation Blog, 23 December 2011, retrieved 6 April 2024^
- Mark Cerny. How Knack's unlockable gadgets work PlayStation Blog, Sony Computer Entertainment Europe, 29 November 2013, retrieved 18 December 2015^
- JAPANスタジオ作品一覧 Sony Interactive Entertainment, 2021, retrieved 1 March 2021^
- Sal Romano. Sony announces smartphone games lineup: Hot Shots Golf, Wild Arms, PaRappa, NIS and Square Enix projects, more Gematsu, 7 December 2016, retrieved 20 March 2023^
- Giuseppe Nelva. Monkey King: Hero Is Back Co-Developed by Sony Japan Studio for PS4 Gets First Gameplay Trailer DualSHOCKERS, 2 August 2018, retrieved 19 February 2023^
- Worldwide Studios: First look at 9 new PS5 games PlayStation Blog, 11 June 2020, retrieved 1 March 2021^
- Nicolas Doucet - MobyGames MobyGames, retrieved 4 August 2024^
- Colin Moriarty. Every Sony-Owned Studio, From Worst to Best IGN, 2 December 2013, retrieved 1 March 2021^
- Matt Leone. Directing from the sidelines Polygon, 16 March 2018, retrieved 3 June 2021^
- Kevin Gifford. Silent Hill creator discusses how he joined the game biz and why AAA horror is 'difficult' to fund Polygon, 13 October 2013^
- Rafael Antonio Pineda. Silent Hill, Gravity Rush's Keiichirō Toyama Leaves SIE, Founds New Studio Anime News Network, 2 December 2020, retrieved 5 December 2020^