
Before you write a line of spec or code, your team needs to agree on how a system works. Not just what it does – how it connects. That’s where System Relationship Maps come in. These are simple visual diagrams that show how a single game system breaks into parts, what those parts do, and how they interact. It’s the fastest way to align designers, programmers, and artists around a shared mental model.
Focus on a Single System
Trying to map your whole game at once? That’s chaos. Instead, start with just one system – the Character Controller, Crafting, Dialogue Tree, Combat Loop, etc. Focus allows clarity.
| Example Systems to Map | Why It’s Worth Mapping |
|---|---|
| Character Controller | Input, animation, physics, and feedback all collide here. |
| Crafting System | Involves item recipes, player UI, inventory slots, timers. |
| Dialogue Tree | Branching, conditions, memory, and player inputs. |
| AI Perception | Senses, states, timers, alert logic. |
Insider Tip: If the system touches multiple teams (e.g. animation, UI, code), it’s a great candidate for mapping early.
Break It Into Subsystems & Behaviours
Once you’ve picked a system, break it down into smaller functional parts. Each part should have a job: read input, play animation, trigger sound, etc. These are your subsystems and behaviours.
| System: Character Controller | Subsystems / Behaviours |
|---|---|
| Locomotion | Walk, sprint, crouch |
| Jumping | Single, double, wall-jump |
| Momentum/Physics | Acceleration, drag |
| Input Reader | Gamepad, keyboard, rebindable |
| Animation States | Idle, run, jump, fall, land |
Insider Tip: Ask “What triggers this?” and “What does this affect?” to draw accurate connections.
Clarify Inputs, Outputs & Conditions
This is where the map comes alive. Show what enters the system (inputs), what it modifies (outputs), and any conditions that gate the flow. Draw arrows. Use annotations. This is your design-to-engineering bridge.
| Example: Jump System |
|---|
| Input: Press A (Input Reader) |
| Conditions: IsGrounded = true |
| Action: Apply upward force to Rigidbody |
| Output: Play “Jump” animation, lock out horizontal input for 0.2s |
Insider Tip: The clearer this map is, the fewer meetings you’ll need to explain it later. One image saves ten emails.
Align the Team & Prevent Feature Creep
Once the System Relationship Map is done, you can use it to:
- Spot missing dependencies
- Assign implementation responsibilities
- Define animation state needs
- Write better, tighter specs
| Team Member | What They See |
|---|---|
| Programmer | Data flow and logic needs |
| Designer | What player actions do and how |
| Animator | What states and transitions to build |
| VFX/Audio | When to trigger effects or sounds |
Insider Tip: Keep your map version-controlled. As features evolve, so should the map. It’s your design truth-source.
Final Thoughts
System Relationship Maps aren’t just “nice to have.” They’re a powerful tool for building alignment among team members, eliminating ambiguity in project requirements, and preventing rework that often leads to wasted time and resources. If your specs are hitting friction during the development process, it’s wise to start with a map instead. This approach allows you to visualise interactions and dependencies, ensuring a clearer understanding of how each component functions within the larger system. Remember, one system at a time. Games are built in pieces, each necessitating careful consideration and integration. By creating a comprehensive map, you can make sure every piece fits seamlessly together, leading to a more cohesive and enjoyable gaming experience.
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