Jonas Eneroth
THE GAME CHANGER
Game producer and tech entrepreneur
Jonas Eneroth is a dynamic force in the video game industry, renowned for his roles as a producer, designer, and serial entrepreneur. With a career spanning over three decades, Jonas has been instrumental in the creation of more than 100 video games, including the critically acclaimed Marathon Trilogy, Hitman, Deus Ex and the Thief franchises. Originally from Gothenburg, Jonas spent his formative years at the Swedish School in London, followed by an International Baccalaureate in Oxford, and studying finance and business at Georgetown University in Washington D.C.
How did you end up in the video gaming industry?
After graduating, I started my career at an investment bank in the City of London, aiming to work in the capital markets sector. At the time, games and programming were just hobbies for me, but fate had other plans. Since I was about 12 years old, I have written and designed computer games, creating home-grown mods and level packs for fun. One of these creations sparked interest from a then small Apple Mac-focused game studio called Bungie, and I soon joined them as a designer in Chicago.
After a stint in Chicago, I returned to London and joined Eidos, the company known for Tomb Raider. As PC gaming was still fairly new, I worked as their Executive Producer, pioneering groundbreaking projects like the BAFTA-nominated titles Hitman, Deus Ex, and Thief. With my international background, it felt natural to be asked to oversee the Scandinavian and US markets. Throughout my career, I have held diverse roles and collaborated with teams in Germany, Korea, the US as well as Scandinavia.
I divide my time between Sweden, the UK and Malta. Right now, I’m working on projects like Karmafy, which combines metrics with a strong focus on giving back and philanthropy.
Looking back at your personal journey, when did your passion for creating games start?
I’ve always found joy in merging creativity with technical skills, a passion I first cultivated during woodworking lessons in school. It was there that I first encountered an early BBC Micro computer and I was instantly hooked. I fondly remember sneaking across Hammersmith Bridge during lunch breaks to visit the very first Games Workshop store, co-founded by Sir Ian Livingstone who is a key figure in the UK Games Industry. Little did I know that Ian would later become my boss!
When I was young, creativity meant making do with what was at hand. If you wanted something new, you had to create it yourself. Over the past 30 years, gaming has evolved from a bedroom hobby to a multibillion-dollar industry in both the UK and Sweden. It has
been incredibly rewarding to witness this journey, from solo game development to the collaborative efforts today where games involve hundreds of contributors.
What excites you most about working in your industry?
The dynamic nature of my work, where no two days are the same. It is constantly evolving and full of excitement, allowing me to combine my technical expertise with my creative side.
What are your fondest memories of the Swedish School?
The school felt like a tight-knit community, where everyone knew each other. I have fond memories of parents coming together for ‘painting parties’, where everyone would have a go with a paintbrush (there would be a lot of Cuprinol spilled). The small class sizes were invaluable; they allowed for meaningful dialogues with teachers rather than feeling lost in a crowd. Of course, there were downsides too – I found myself in the headmaster’s office quite often (laughs). In a small community, you can’t easily slip under the radar when things go awry.
“I’ve always found joy in merging creativity with technical skills, a passion I first cultivated during woodworking lessons in school.”
What is the most important thing you learnt in school?
Collaboration and interacting with peers are crucial skills nurtured in school. The school is one of the rare environments where you encounter a diverse range of people, helping and broaden your social circle, and break out of your comfort zone.
Thinking back, what are you most proud of in your career?
The camaraderie among colleagues. In December 1998 we were finalising the first Thief game, racing against the clock for the crucial Christmas sales deadline. With just twelve hours left to transfer files from the US to the UK manufacturing plant, we faced challenges in the era before fast file transfers. I jumped on a plane to London with a physical copy, while another copy was dispatched via courier. Simultaneously, a colleague attempted to send the file over a modem. The courier got there first, and we made the deadline by the skin of our teeth. The teamwork was fantastic, and I loved that we could achieve the seemingly impossible.
The mission of the Swedish School in London is to nurture an international outlook. How does this resonate with you?
Being receptive to diverse experiences is crucial for personal growth, as it shapes your character through various encounters. Embracing new experiences and meeting people from different backgrounds has always been a priority for me, as I find immense value in understanding diverse cultural perspectives. Stepping out of your comfort zone and exploring unfamiliar territory is vital – it allows for daring adventures and meaningful discoveries.
If you were to give one piece of advice to your young self, what would that be?
Stay connected with your community, but more importantly, don’t be so scared of what’s new. Dare to fail but fail fast. The key is trying. From every attempt, even if unsuccessful, you learn and build on that experience for next time.
- Name: Jonas Eneroth
- Works: Game producer and tech entrepreneur
- Studied: Georgetown University McDonough School of Business, Washington D.C. (BSBA/BSc)
- Lives: London and Malta