How do you explain complex game systems to non-technical audiences?

When working on a game, some concepts are easy for developers to understand but much harder to communicate to clients, artists, publishers, or other non-programmers.

Things like rendering pipelines, shaders, animation systems, asset workflows, and game mechanics can involve a lot of technical detail. I’ve found that diagrams, short demonstrations, and visual examples can make these concepts much easier to understand.

This also made me curious about the role of explainer video animation services in game development. A short animated explanation could potentially show how a system works without requiring the viewer to understand the underlying code.

For MonoGame developers, what do you normally use when explaining a technical feature or development workflow to someone without a programming background?

Do you prefer documentation, diagrams, screen recordings, live demonstrations, or animation?