I remember that dude being the only person in the western branch of Sony that even recognized Vita existing. But his efforts to bring more titles to Vita ended in failure IMO. Vita was carried by its Japanese support.
Eh, Corsi was the face of a larger corporate dedicated effort to save the Vita disaster as it was sinking. And he was a good face for it, as IMO, it did effectively help stave off the inevitable for a surprising amount of time.
Sony was all-in, at first. Vita had one of the biggest line-ups of First-Party software ever at launch. (8 Vita games by Sony on Day 1, from all three international SCE arms, among 25 total games in stores or digitally the first day. PS5 had 5 games by Sony, PS4 also had 5, PS3 again had 5, PS2 and PS1 had staggered international launches as did PSP but PS2 infamously only had Fantavision on launch day, PS1 sadly didn't even have Motor Toon Gran Prix outside of Japan but it had ESPN and then also stuff picked up from elsewhere like Toshinden and Kileak and Raiden Project. PSP by the way had 7 launch day titles, not even including SOE's Untold Legends... man, I miss Sony portables...)
In any case, even after a full-force launch, numbers were bad. They were also bad for their competitor, the Nintendo 3DS, but Sony didn't have the same pivot point to fix things; Nintendo dropped some of the promotion of the "3D" feature and gave away free NES classics to win back fans until great software could arrive. Sony didn't have anything to fall back on when things went bad; it was already slower in software turn-around thanks to the more complex hardware (even though ports of other platforms were doable to some degree on the machine) and had also been greatly wounded (maybe even blindsided?) when the most lucrative PSP franchise Monster Hunter was announced for its competitor's system just before the Vita's launch in Japan.
Supporting the PS Vita with original titles exclusive to the platform was pretty much a guaranteed money-loser with the studios Sony had internally (who rarely made games for PSP either, but it was going to be hard to even make the companion games by like Daxter and and R&C Size Matters with external developers going by budgets and timelines at Vita scale; Japanese game studios still could make it work, because they were largely external studios and also the train culture encouraged portable sales still, but even they had to be careful.)
So, Sony's pivot was away from exclusives to instead get as many independent and third-party and cross-buy games on Vita as possible. Small games or multiplayer games like MotorStorm RC or PSASB that could work cross-platform, they could do; ports of games like Flower or the PS2 Collection remasters, they could do; signing Unity to ensure support of Vita so that a wide range of indie games could be ported, they could do (sadly, Epic never supported it with UE4, and the Armature UE4 project also died, albeit it'd probably be meaninglessly late anyway.) They promoted their "Building The List" efforts (and Gio was the face of this, but there were others.) They did a Vita package with Borderlands 2. They got tons of big-name indies doing surprisingly good ports, like Darkest Dungeon and OlliOlli and Undertale. And they did try to push a second wave through despite the dreary numbers, with Killzone Mercenary and Tearaway and Sly Cooper 4 (and the continued flow of Japanese games) being premium, mainline, PlayStation-made games. Sony couldn't be the main presence on Vita, but it could lift up everybody else who did.
...It didn't work. But if you were a fan of Vita in that time (and there were a surprising number of us at the time,) it worked for you, about as well as it could without the big games we still wish we were getting too.