private void CreateSystems()
        {
            ISystem newSystem;

            //Render Systems
            newSystem = new SystemRender(cameraList, lightPosition, sceneManager.ClientRectangle);
            systemManager.AddRenderSystem(newSystem);

            //Update Systems
            newSystem = new SystemAudio(mainCamera);
            systemManager.AddUpdateSystem(newSystem);
            newSystem = new SystemAI(map, Maze.rows, Maze.columns, player);
            systemManager.AddUpdateSystem(newSystem);
            newSystem = new SystemSphereCollision();
            systemManager.AddUpdateSystem(newSystem);
            newSystem = new SystemBoxCollision();
            systemManager.AddUpdateSystem(newSystem);
            newSystem = new SystemAIMovement(sceneManager);
            systemManager.AddUpdateSystem(newSystem);
            newSystem = new SystemMovement(sceneManager);
            systemManager.AddUpdateSystem(newSystem);

            //Assigns entities to appropriate systems
            systemManager.AssignEntities(entityManager);
        }