Work / RAGU
Case 01 — Latchkey Digital, 2026

RAGU: a device-agnostic Roblox UI system.

A scaling framework and component hierarchy designed at Latchkey Digital. Built once, deploys across phone, tablet, and TV — and across every game on the studio's shared infrastructure.

Role

UI/UX Designer (part-time)

Team

Small collective on shared Roblox infrastructure

Platform

Roblox — phone, tablet, TV

Tools

Figma, Roblox Studio, Claude + MCP

Duration

Mar 2026 – present

Status

In production; first game (Guess My Animal) shipping through it

Built for shared infrastructure and a fast clock.

Latchkey Digital makes quick-turnaround Roblox games on shared infrastructure. The studio's portfolio is built for speed: new games launch in weeks, share core systems, and need to run cleanly across the platform's main devices — overwhelmingly mobile, but also tablet and TV.

A per-game UI system, rebuilt every time, doesn't fit that pace. I designed RAGU (Roblox Agnostic Game UI) as the substrate: a scaling framework plus a reusable component hierarchy that any new game plugs into and inherits from.

3 simple slots to handle any game.

The base layout is 16:9 with three named slots: BottombarMid (global nav), ButtonAreaRight (context widgets like Cash and Inventory), and MainUISlot (the active View UI). Respect the slot contract and the layout scales correctly across every supported device — Roblox's mobile-heavy player base included.

Standard components and states.

"Make a runway" for the AI by designing standard components manually in Figma, then assembling the source-of-truth elements into components with variants. Control over launch-fidelity polish stays with me this way.

View UIs that are game-agnostic by design.

The View UIs do the actual work of a session — Retention, Profile, Achievements, Inventory etc. None of them are bespoke to one game. Drop them into the next game in the roadmap; the structure carries. RAGU has space for pretty much anything.

Structure that survives translation to engine.

The Roblox Studio captures show the structure surviving translation from Figma to engine, with the explorer panel revealing the nesting hierarchy intact.

Architecting systems, not screens.

A good system will produce good screens. This is that, in production, on a platform with real constraints. AI works best with pointed, deliberate tasks. I consistently produce systems that solve the bigger problem

In production at Latchkey.

RAGU is in production at Latchkey. The first game shipping through the system is Guess My Animal, a PvP number-guessing game. Other games on the studio's roadmap inherit the same framework. The Claude + MCP pipeline (next case study) operates on top of RAGU — it works because RAGU is strict about structure.