Pim Heitkamp

Hi! I’m Pim Heitkamp, a game designer with 10+ years of experience building games played by millions of players worldwide.

I’ve worked on dozens of projects, designing systems and player experiences that drive engagement, retention, and long-term success. I combine strong product thinking with hands-on design and live-ops expertise, using player data and iteration to continuously improve games after launch.

With an art background and experience leading teams, I excel at bridging design, code, and art—turning ideas into clear, shippable features that teams can execute on. I care deeply about how games feel, play, and perform in the real world.

I build experiences players love—and teams can ship.

My Work

Chimpworks

Senior Game Designer

Rider worlds (10m downloads):

  • Main designer on event systems and seasonal content

  • Managing and streamlining localization
  • Creation of exciting obstacles

Rider (100m downloads):

  • Design support

  • Creation of exciting obstacles

  • Events design

other projects

  • Leading design and team on a new prototype
  • Setting up quick tests and analyzing prototype performance.

Game House

Level & Game Designer

DElicious bed & Breakfast

  • Designed 1,000+ levels

  • Maintained and improved the difficulty curve and monetization using player data

  • Worked on a dynamic difficulty system

  • Designed 10+ obstacles

  • Re-designed and improved power-ups

  • Designed and helped set up a re-skin-able event system

Ziango 

Designer / project owner

10+ Casual HTmL5 GAMES

  • Lead designer, mentoring/coaching interns
  • Creation of 500+ levels (Casual puzzle games)
  • Animations
  • managing sound design with freelancers

5+ GaMES MADE FOR 3RD PARTIES

  • Product owner/Lead designer 
  • Setting up backlog, safeguarding scope, making sure needs of the clients are met and keeping them in the loop, Managing the team 

30+ Hyper casual prototypes

  • Creating and pitches prototype ideas
  • Building and guiding Quick iterations on prototypes
  • Setting up quick tests and analysing prototype performance.

Instand Games

  • Lead designer 

Ruby Rook Games

Founder / Designer / Artist

2 board games (in development)

  • Prototyping
  • Design
  • Art

What I Do Best

Gameplay Design

  • Designing core game mechanics and player interaction

  • Creating rules, systems, and feedback that make the game fun and engaging

  • Iterating on ideas through testing and refinement

Level & Puzzle design

  • Designing game levels that guide player flow and exploration
  • Balancing difficulty, pacing, and player challenge

  • Surprising players with new twists on existing mechanics

Problem Solving

  • Identifying and resolving gameplay, design, and balance issues through iteration

  • Analyzing player behavior and feedback to improve mechanics and systems

  • Troubleshooting design and production challenges within development constraints

Work Experience:

Jul 2022 - Present

Founder/Game designer/Artis

Ruby Rook Games, Eindhoven

Boardgame Design

Game Art

JUL 2023 - jul 2025

Senior Game Designer

Chimpworks, Eindhoven

Game Design

Live-ops

Monetization Design

MAR 2020 - jun 2022

Level & Game Designer

GameHouse, Eindhoven

Level Design (1000+ match-3 levels)

Game Design

Live-ops 

UI/UX Design

FEB 2015 - FEB 2020

Game Designer & Product Owner

Ziango, Eindhoven

Game Design

Level Design

Economy Design

Project Management

2013 - 2014

Level & Game Design Intern

Spilgames, Hilversum

Game Design

Level Design

Education:

2010 - 2015

Art & Technology

Saxion University, Enschede