Welcome to the PlayStation Studios OT. Feel free to discuss upcoming projects, possible acquisitions and anything else that comes to mind relating to Sony’s internal studios.
Studio Size: 250+
Upcoming Project(s): God of War Ragnarok (2018)
WHO WE ARE
Our studio is composed of a group of diverse, ambitious, highly collaborative creatives who empower one another, while working as a team to deliver high quality narrative-driven PlayStation experiences. With origins spanning the globe - from Brazil to Poland to small town USA, we are home to over 250 world class developers who strive to push the medium forward with every creative decision.
Every team has a story and, at the heart of our story, we are committed to greatness and steadfast in our craft of developing unforgettable in-game experiences that inspire our players. Beyond that, though, we are driven by something much larger…by a desire to develop “stories” of greatness for each and every team member. Making a game is a massive undertaking. Between QA, Art, Design, Programming, Production, Sound and every department in between, we are all responsible for connecting with each other’s greatest skills, while working towards a common vision.
|Game title||U.S. release date||Platform|
|Kinetica||October 14, 2001||PlayStation 2, PlayStation 4|
|God of War||March 22, 2005||PlayStation 2, PlayStation 3, PlayStation Vita|
|God of War II||March 13, 2007||PlayStation 2, PlayStation 3, PlayStation Vita|
|God of War III||March 16, 2010||PlayStation 3, PlayStation 4|
|God of War: Ascension||March 12, 2013||PlayStation 3|
|God of War||April 20, 2018||PlayStation 4|
Established: 1994 (as Xtreme Software)
Studio Size: 275+
Upcoming Project(s): Marvel’s Spider-Man 2, Marvel’s Wolverine
To create games that have a positive and lasting influence on people’s lives.
Our games promote positive messages. We tell stories about good overcoming evil. We focus on positive themes like friendship, self-sacrifice and fighting for the greater good. And we walk the walk ourselves through our inclusive workplace culture and industry leadership.
To inspire players with stories of underdogs overcoming colossal challenges
These are the types of stories we love to tell. It’s how we view ourselves too. Even after 25 years, we see ourselves as the scrappy underdog fighting against giants in this industry — and succeeding in the face of what often seem like impossible odds.
To create unforgettable worlds that gamers cherish
We are world builders. We challenge ourselves to create unforgettable settings, characters and gameplay. We also aspire to deliver the highest quality audio and visuals possible.
To set the industry bar with our craftsmanship
We take great pride in our work. And we set out to achieve best-in-class results across all of our disciplines, investing heavily in training and development.
To challenge and inspire each other within our collaborative culture
We consistently work together across departments and our two studio locations. We are open, honest and respectful in all our interactions.
To calibrate our work for broad appeal and commercial success
We create accessible, fine-tuned games that can succeed commercially with a global audience.
To help the less fortunate by supporting worthwhile causes
We actively support charitable initiatives with a particular focus on helping children. And we step up in times of need to assist local, national and international causes.
To be leaders in the game development community
We share our knowledge with our peers and lead by example with how we treat fans and friends. Furthermore, we’re not afraid to speak out on topics of fairness and diversity.
Established: 1984 (as Jam Software)
Studio Size: 450-500
Established in 1984, Naughty Dog is one of the most successful and prolific game development studios in the world and a flagship first-party studio within PlayStation’s Worldwide Studios group. From creating the iconic Crash Bandicoot and Jak and Daxter series to modern franchises like Uncharted and The Last of Us , Naughty Dog is responsible for some of the most critically acclaimed and commercially successful games on Sony’s PlayStation platforms. Through its use of cutting-edge technology and evocative, character-driven storytelling, Naughty Dog has received hundreds of industry and media awards, while developing a passionate fan base of millions of players around the globe.
Naughty Dog’s recent releases include 2016’s Uncharted 4: A Thief’s End , winner of numerous Game of the Year awards, and 2017’s Uncharted: The Lost Legacy —a new standalone adventure in the Uncharted series. By December 2017, total global sales for the Uncharted franchise surpassed 41.7 million copies sold.
Naughty Dog’s latest title is The Last of Us Part II , the much-anticipated sequel to 2013’s The Last of Us , which is available now for PlayStation 4.
|1985||Math Jam||Apple II|
|1986||Ski Crazed||Apple II|
|1987||Dream Zone||Amiga Apple IIGS Atari ST DOS|
|1989||Keef The Thief||Amiga Apple IIGS DOS|
|1991||Rings Of Power||Sega Mega Drive/Genesis|
|1994||Way of the Warrior||3DO|
|1997||Crash Bandicoot 2: Cortex Strikes Back||PlayStation|
|1998||Crash Bandicoot: Warped||PlayStation|
|1999||Crash Team Racing||PlayStation|
|2001||Jak & Daxter: The Precursor Legacy||PlayStation 2|
|2003||Jak II||PlayStation 2|
|2004||Jak 3||PlayStation 2|
|2005||Jax X: Combat Racing||PlayStation 2|
|2007||Uncharted: Drake’s Fortune||PlayStation 3|
|2009||Uncharted 2: Among Thieves||PlayStation 3|
|2011||Uncharted 3: Drake’s Deception||PlayStation 3|
|2013||The Last of Us||PlayStation 3|
|2014||The Last of Us: Left Behind||PlayStation 3 PlayStation 4|
|2014||The Last of Us Remastered||PlayStation 4|
|2016||Uncharted 4: A Thief’s End||PlayStation 4|
|2017||Uncharted: Lost Legacy||PlayStation 4|
|2020||The Last of Us Part II||PlayStation 4|
Studio Size: ~200
Upcoming Project(s): Ghost of Ikishima (Expandalone Game)
Sucker Punch Productions was born in 1997 with a mission to make great games, and we’ve spent the past 22 years doing just that. We produced three award-winning PlayStation 2 games starring the wily raccoon thief Sly Cooper, all of which were met with critical acclaim, commercial success, and a few cabinets’ worth of fan mail - some of it written in crayon. In 2009, we released inFAMOUS, an open-world superhero game on PlayStation 3 starring Cole MacGrath, a bike messenger with electricity-based superpowers who could become a hero or villain depending on your choices. After great reviews and a successful launch for inFAMOUS, we released inFAMOUS 2 in 2011, and continued the franchise in 2014 on PS4 with Second Son starring Delsin Rowe and standalone DLC First Light starring Abigail ‘Fetch’ Walker. Our studio is currently working on Ghost of Tsushima, a new IP for PS4 set in Feudal Japan. Ghost of Tsushima focuses on one of the last-surviving Samurai, Jin Sakai, as he takes on fearsome invaders from the Mongol Empire. It’s an ambitious project, and one we couldn’t be more excited about. Sucker Punch takes up a full floor of a beautiful building in downtown Bellevue. We offer a great environment, a friendly set of co-workers, a full benefits package, competitive salaries, and the opportunity to work with one of the best teams around. We’re proud of the games we’ve built, but we’re always looking to get better. We’re excited about strengthening our team with people that share our passion for building visually arresting, emotionally compelling, viscerally involving games.
|1999||Rocket: Robot On Wheels||Nintendo 64|
|2002||Sly Cooper and the Thievius Racoonus||PlayStation 2|
|2004||Sly 2: Band of Thieves||PlayStation 2|
|2005||Sly 3: Honor Among Thieves||PlayStation 2|
|2011||Infamous 2||PlayStation 3|
|2011||Infamous: Festival of Blood||PlayStation 3|
|2014||Infamous Second Son||PlayStation 4|
|2014||Infamous First Light||PlayStation 4|
|2020||Ghost of Tsushima||PlayStation 4|
Established: 2000 (as Lost Boys Games)
Studio Size: ~400
Upcoming Project(s): Horizon Forbidden West
Overview Guerrilla is one of Europe’s leading game development companies and a wholly-owned subsidiary of Sony Interactive Entertainment Europe. We started in 2000, and have pushed the boundaries of technical and artistic excellence in our games ever since. Today, we employ more than 270 professionals from 25 different nationalities. Our studio is located in the cultural and historical center of Amsterdam, The Netherlands — a great place to work and play.
Guerrilla was founded in 2000 as the result of a merger between three smaller Dutch studios, and acquired by Sony Interactive Entertainment after the release of KILLZONE in 2004. In the decade that followed, Guerrilla expanded KILLZONE into a full-fledged franchise with three sequels (KILLZONE 2, KILLZONE 3 and KILLZONE SHADOW FALL) and two handheld spin-offs (KILLZONE: LIBERATION and KILLZONE: MERCENARY). In 2016, the company launched RIGS MECHANIZED COMBAT LEAGUE, a competitive arena-based sports shooter developed from the ground up for VR. Its most recent title, released in 2017, is the critically and popularly acclaimed open world action-RPG HORIZON ZERO DAWN & its expansion; THE FROZEN WILDS.
|2001||Dizzy’s Candy Quest||Game Boy Color|
|2002||Rhino Rumble||Game Boy Color|
|2002||Black Belt Challenge||Game Boy Advance|
|2002||Invader||Game Boy Advance|
|2004||Shellshock: Nam '67||PlayStation 2, Xbox, Windows|
|2009||Killzone 2||PlayStation 3|
|2011||Killzone 3||PlayStation 3|
|2013||Killzone Shadow Fall||PlayStation 4|
|2017||Horizon Zero Dawn||PlayStation 4|
Studio Size: 100+
Upcoming Project(s): Men In Black (Rumoured)
Bend Studio is a team of over 100 creative people, working together to create AAA games that are fun. We are engineers, artists, writers, designers, animators, character artists, video editors, recruiters, IT specialists, producers, directors and office managers. It takes every one of us, working together, to create not just great games, but the great environment we share. Bend Studio is located in Bend Oregon, in the heart of the Central Oregon high desert, a premiere resort and vacation destination for adventure seekers from around the world. Within a 10 minute drive of the studio you can enjoy world-class skiing, mountain biking, rock climbing, golf, hiking, rafting, white water, paddle boarding. Located in the Old Mill District, our brand new, state-of-the-art facility is within walking distance of great breweries, restaurants, shopping and more. Bend also boasts great schools, medical facilities and a four-year college. Our people come here to make great games and they stay because it’s a great place to live. Founded in 1993, Bend Studio is famous for making fun games. From the original Syphon Filter series across three platforms, Resistance Retribution on the PlayStation Portable and the award-winning launch title for the PlayStation Vita: Uncharted Golden Abyss, our games are known for their great gameplay, compelling narratives and awesome visuals and audio. Our focus has always been on 3rd person action / adventure games, and this focus continues with the massive, open-world game, Days Gone. We love creating and exploring new technology. We love making AAA games. But at Bend Studio, the most important thing to us is our team. Everyone contributes, everyone helps us grow, and together, everyone is Bend Studio.
|2000||Syphon Filter 2||PlayStation|
|2001||Syphon Filter 3||PlayStation|
|2004||Syphon Filter: The Omega Strain||PlayStation 2, PlayStation Portable|
|2006||Syphon Filter: Dark Mirror||PlayStation 2, PlayStation Portable|
|2007||Syphon Filter: Logan’s Shadow||PlayStation 3|
|2009||Resistance Retribution||PlayStation Portable|
|2011||Uncharted: Golden Abyss||PlayStation Vita|
|2012||Uncharted: Fight for Fortune||PlayStation Vita|
|2019||Days Gone||PlayStation 4|
Established: 1994 (as Polys Games)
Studio Size: ~170
Upcoming Project(s): Gran Turismo 7
Polyphony Digital Inc., a subsidiary of Sony Interactive Entertainment Inc., is a software developer entity. Originally a development group within Sony Interactive Entertainment, the creators of Gran Turismo established Polyphony Digital Inc. in 1998.
|1994||Motor Toon Grand Prix||PlayStation|
|1996||Motor Toon Grand Prix 2||PlayStation|
|1999||Gran Turismo 2||PlayStation|
|2001||Gran Turismo 3: A-Spec||PlayStation 2|
|2002||Gran Turismo Concept||PlayStation 2|
|2003||Gran Turismo 4 Prologue||PlayStation 2|
|2006||Tourist Trophy||PlayStation 2|
|2007||Gran Turismo 5 Prologue||PlayStation 3|
|2009||Gran Turismo||PlayStation Portable|
|2010||Gran Turismo 5||PlayStation 3|
|2013||Gran Turismo 6||PlayStation 3|
|2017||Gran Turismo Sport||PlayStation 4|
Studio Size: 90
Upcoming Project(s): MLB The Show 22
Nestled in Sorrento Valley, CA, ground zero for some of the most successful tech-companies to call San Diego home, Sony Interactive Entertainment’s San Diego Studio has been a major contributor to the PlayStation line-up since the studio’s inception in 2001.
Known primarily for the development and annual release of our hit series MLB: THE SHOW, SDS is also responsible for a number of other releases including The Mark of Kri, PAIN, High Velocity Bowling, ModNation Racers, Sports Champions 1 & 2, Little Big Planet Karting and GUNS UP! just to name a few.
So whether we’re hitting homers, cruising karts, or just enjoying a bit of fun in the San Diego sun, we’re always doing so with our own brand of style and an approach known to us simply as “Untucked Excellence.”
|2002||The Mark of Kri||PlayStation 2|
|2005||NBA 2005||PlayStation Portable|
|2005||NBA 06||PlayStation 2, PlayStation Portable|
|2006||MLB 06: The Show||PlayStation 2, PlayStation Portable|
|2006||NBA 07||PlayStation 3, PlayStation 2, PlayStation Portable|
|2007||MLB 07: The Show||PlayStation 3, PlayStation 2, PlayStation Portable|
|2007||NBA 08||PlayStation 3, PlayStation 2, PlayStation Portable|
|2008||MLB 08: The Show||PlayStation 3, PlayStation 2, PlayStation Portable|
|2008||NBA 09: The Inside||PlayStation 3, PlayStation 2, PlayStation Portable|
|2009||MLB 09: The Show||PlayStation 3, PlayStation 2, PlayStation Portable|
|2009||NBA 10: The Inside||PlayStation 3, PlayStation 2, PlayStation Portable|
|2009||Pinball Heroes||PlayStation Portable|
|2010||MLB 10: The Show||PlayStation 3, PlayStation 2, PlayStation Portable|
|2010||Mod Nation Racers||PlayStation Portable|
|2010||Sports Champions||PlayStation 3|
|2011||MLB 11: The Show||PlayStation 3, PlayStation 2, PlayStation Portable|
|2011||Medievil Moves: Deadmund’s Quest||PlayStation 3|
|2012||Mod Nation Racers: Road Trip||PlayStation Vita|
|2012||MLB 12: The Show||PlayStation 3, PlayStation 2, PlayStation Portable|
|2012||Sports Champions 2||PlayStation 3|
|2012||Little Big Planet Karting||PlayStation 3|
|2013||MLB 13: The Show||PlayStation 3, PlayStation Vita|
|2014||MLB 14: The Show||PlayStation 4, PlayStation 3, PlayStation Vita|
|2015||MLB 15: The Show||PlayStation 4, PlayStation 3, PlayStation Vita|
|2015||Guns Up!||PlayStation 4|
|2016||MLB 16: The Show||PlayStation 4, PlayStation 3|
|2016||Kill Strain||PlayStation 4|
|2017||MLB 17: The Show||PlayStation 4|
|2018||MLB 18: The Show||PlayStation 4|
|2019||MLB 19: The Show||PlayStation 4|
|2020||MLB 20: The Show||PlayStation 4|
|2021||MLB 21: The Show||PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S|
Studio Size: Unknown
And in case you are not familiar with Team Asobi, let us tell you more about our origins.
The team was first assembled in 2012, a bit more than a year before the launch of PS4. Back then, a handful of us were working away on tech demos showcasing what the new hardware could do. We sat down one day and decided we needed a name for our team; something that would work as a reminder to us of what we believed to be the most important part in any video game: great gameplay and that second-to-second enjoyment it can provide!
In Japanese language, the word “Asobu” literally means “To Play” and so we settled on “Asobi “. Those simple five letters were a surprisingly fitting name with a good sound to it and it stuck!
Fast-forward a few years, the team is still expanding, we launched Astro Bot: Rescue Mission in 2018 and Astro’s Playroom for PS5 in 2020. And now, Team Asobi has become the newest internal studio within the PlayStation Studios family. At the heart, our philosophy revolves around that quintessential joy in play, be it through pixel-precise character controls, exploiting a cool new controller in surprising ways or packing humorous animations in every nook and cranny, this is the stuff that excites us
|2013||The Playroom||PlayStation 4|
|2016||The Playroom VR||PlayStation 4|
|2018||Astro Bot Resuce Mission||PlayStation 4|
|2020||Astro’s PlayRoom||PlayStation 5|
Studio Size: ~50
Hello! We are Media Molecule, and we make games!
We’re a video game development studio based in Guildford in the UK, and a proud member of the PlayStation Worldwide Studios. We are the creators of the multi-award winning games LittleBigPlanet, LittleBigPlanet 2, Tearaway, Tearaway Unfolded and we’re currently building the next generation of Play, Create and Share for PlayStation 4: Dreams.
|2011||LittleBigPlanet 2||PlayStation 3|
|2015||Tearaway Unfolded||PlayStation 4|
Studio Size: ~15
A small Sony team striving to make beautiful, imaginative games with heart. Creators of the award winning & BAFTA nominated Concrete Genie and Entwined.
|2014||Entwined||PlayStation 4, PlayStation 3, PlayStation Vita|
|2019||Concrete Genie||PlayStation 4|
Studio Size: ~90
London Studio is a game developer based in Soho; the creative heart of the city. As an important part of Sony’s Worldwide Studios, we are pioneering emerging technologies and pushing the boundaries of what is possible on PlayStation. All our games have a rich heritage of innovation, and each of them share our mission to immerse players at the centre of a new experience. Our studio has two streams of development. One is reinventing the action games genre from the ground up for PlayStation VR, and the other is leading live action technologies to create interactive and cinematic stories that capture the imagination. Recently our team has amassed critical acclaim for their work on the PlayStation VR launch title, PlayStation VR WORLDS, having gone on to be one of the top-selling titles with PS VR owners.
Studio Size: ~80
Headquartered in Helsinki, Finland, Housemarque is a game developer working on console and PC. True to our core gamer audience, we prioritize stratified gameplay mechanics and impeccable audiovisual execution to create euphoric gaming experiences.
Housemarque was co-founded in 1995 by Harri Tikkanen and Ilari Kuittinen. Prior to joining forces, Harri and Ilari founded two of Finland’s first game development studios – Bloodhouse and Terramarque.
Today, Housemarque is one of the most experienced and well-known developers of downloadable games for console platforms, with a successful track record spanning 20+ years.
‘Game is King’ is our motto.
|1996||Alien Incident||MS DOS|
|1997||The Reap||Microsoft Windows|
|2005||Gizmondo Motocross 2005||Gizmondo|
|2007||Super Stardust HD||PlayStation 3|
|2008||Golf: Tee It Up!||Xbox 360|
|2008||Super Stardust Portable||PlayStation Portable|
|2010||Dead Nation||PlayStation 3, PlayStation 4, PlayStation Vita|
|2011||Outland||Linux, macOS, Microsoft Windows, PlayStation 3, Xbox 360|
|2012||Furmins||iOS, PlayStation Vita|
|2012||Super Stardust Delta*||PlayStation Vita|
|2012||Angry Birds Trilogy*||PlayStation 3, Xbox 360|
|2013||Resogun||PlayStation 3, PlayStation 4, PlayStation Vita|
|2016||Super Stardust Ultra VR*||PlayStation 4|
|2017||Nex Machina||Microsoft Windows, PlayStation 4|
Studio Size: ~250
Upcoming Project(s): Wipeout (Rumoured)
We’re a professional, friendly bunch of developers from all experience levels and diverse backgrounds. We were founded by industry veterans that wanted to build a world class studio staffed with excited, passionate creators who love to collaborate across varied, inspiring and challenging games.
We build games from concept to completion, whether creating our own IP, working closely with strategic partners to deliver new games in existing universes or even creating exciting new content for live operations teams. Our talented developers across Design, Engineering, Art, Production and QA utilise the latest technologies and tools to create incredible experiences.
Our studio is situated right in the vibrant heart of Liverpool city centre, close to all major transport links in the North West. It’s a city with a rich history and heritage in video games, surrounded by beautiful countryside. Whether you prefer city living, small villages or sleepy seaside towns the region has it all.
|2013||The Playroom||PlayStation 4|
|2014||Run Sackboy Run!||PlayStation Vita, Mobile|
|2016||The Playroom VR||PlayStation 4 VR|
|2017||Airforce Special Ops: Nightfall||PlayStation 4 VR|
|2018||The Persistence VR||PlayStation 4 VR|
|2020||The Persistence||PlayStation 4, Xbox One, Switch, PC|
Studio Size: ~90
Established in 2006, with a team now over 90 people, Bluepoint has developed a history of delivering the highest quality remasters and remakes in the industry. But that’s not enough for us. Our latest project is the largest in our history, and aims to define the visual benchmark for the next generation of gaming hardware.
Our founders were part of the Metroid Prime engineering team, and have been in the industry for over 20 years, while the majority of the team has been in the industry for at least 10 years.
With each game, we set out to achieve industry-defining visuals and gameplay, while fostering the growth and success of our team.
|2006||Blast Factor||PlayStation 3|
|2009||God of War Collection||PlayStation 3|
|2011||The Ico & Shadow of the Colossus Collection||PlayStation 3|
|2011||Metal Gear Solid HD Collection||Xbox 360|
|2012||PlayStation All-Stars Battle Royale||PlayStation Vita|
|2013||Flower||PlayStation 4, PlayStation Vita|
|2015||Uncharted: The Nathan Drake Collection||PlayStation 4|
|2015||Gravity Rush Remastered||PlayStation 4|
|2018||Shadow of the Colossus||PlayStation 4|
|2020||Demon’s Souls||PlayStation 5|
Studio Size: ~900
Upcoming Project(s): Matter
Bungie is an independent, employee-owned game development studio (welp) dedicated to creating hopeful worlds that inspire passionate player communities and lifelong friendships. For nearly thirty years that purpose has led to the creation of some of the industry’s most celebrated gaming franchises, including Marathon, Myth, Halo, and Destiny. Today, Bungie is focused on developing the next highly-anticipated release in the Destiny universe and new worlds to come.
|1991||Operation: Desert Storm||Mac|
|1992||Minotaur: Labyrinths of Crete||Mac|
|1993||Pathways Into Darkness||PlayStation|
|1995||Marathon 2||Pippin, Mac, PC, Xbox 360|
|1997||Myth: The Fallen Lords||Mac, PC|
|1998||Myth II: Soulblighter||Mac, PC|
|2001||Oni||Mac, PC, PlayStation 2|
|2001||Halo||Xbox, PC, Mac|
|2004||Halo 2||Xbox, PC|
|2007||Halo 3||Xbox 360|
|2009||Halo 3: ODST||Xbox 360|
|2010||Halo Reach||Xbox 360|
|2014||Destiny||Xbox One, Xbox 360, PlayStation 4, PlayStation 3|
|2017||Destiny 2||Xbox One, Xbox Series, PlayStation 4, PlayStation 5, Stadia|
Studio Size: ~71
Upcoming Project(s): Multiplayer Project
At Haven, we are building our studio on the foundation of our passion for making (and playing) fantastic games, and on four core values that guide how we work together every day.
- Kindness that unlocks creativity and success
- Adaptability to grow with our communities and lead what’s next
- Fearless optimism with the courage to think big
- Excellence in our people, process and product
Now, who doesn’t love a good acronym? We’re not ones to stand in the way of destiny so we’re definitely rolling with it, introducing: The Haven Kafé - a biweekly spotlight on one of our wonderful Haven team members. Every second week you will discover fun facts about the Haven team, and they will share deep dives into different areas of game development expertise, and perspectives on their journey at Haven. We may even throw in a pet photo or two!
None currently. Brand new Studio yet to make it’s first game
Studio Size: 90
About the studio
Within Sony Interactive Entertainment Worldwide Studios’, JAPAN Studio is SIE’s oldest first-party studio, dating back to the very birth of PlayStation® itself. Established in 1993, the studio’s internal development teams, along with a number of external collaborators, have been behind some of PlayStation’s most ground-breaking titles.
Priding itself on creating games which defy industry conventions, JAPAN Studio has consistently sought new styles of gameplay in the titles it produces, putting innovation, experience and quality at the heart of what they do. This core philosophy has driven two decades of industry-leading game development and inspired numerous critically-lauded titles.
Spanning four hardware generations and six consoles, JAPAN Studio has delivered some of PlayStation’s most iconic handheld and home console titles, including ICO™, Shadow of the Colossus™, Bloodborne™, Hot Shots Golf (Everybody’s Golf) ™, Gravity Rush™, KNACK™, Freedom Wars™, Puppeteer™, Soul Sacrifice™, LocoRoco™, Ape Escape™ and THE PLAYROOM™.
This list is ridiculously long, so here are the notable titles:
|1996||Eigo no Tetsujin: Center Shiken Trial||PlayStation|
|1999||Legend of Dragoon||PlayStation|
|2002||Ape Escape 2||PlayStation 2|
|2004||Ape Escape: Pumped and Primed||PlayStation 2|
|2005||Ape Escape: On The Loose||PlayStation Portable|
|2005||Ape Escape 3||PlayStation 2|
|2007||LocoRoco Cocoreccho!||PlayStation 3|
|2007||The Eye of Judgment||PlayStation 3|
|2008||The Last Guy||PlayStation 3|
|2008||LocoRoco 2||PlayStation Portable|
|2010||PlayStation Move Ape Escape||PlayStation 3|
|2010||Echochrome II||PlayStation 3|
|2017||LocoRoco Remastered||PlayStation 4|
|2017||Knack 2||PlayStation 4|