### Worlds After Architecture: From Objects to Engines Architecture has long been measured through its objects: buildings, cities, monuments that promise permanence. Today, that orientation feels insufficient. The crises that shape our lives: climate, computation, extraction; unfold across scales and entanglements that escape the object. Design now turns toward [[system]]s and [[world]]s, treating architecture less as the production of forms and more as the construction of engines: frameworks that generate relations, possibilities, and meaning. [[Worldmaking]] names this shift. A world is not a backdrop of things but a living structure of rules, myths, and relations. It operates as a cosmology: a synthetic image of how existence might be organized. Games, simulations, and ecological models demonstrate this potential with particular clarity, becoming laboratories where alternate realities are staged and explored. The task is urgent because human beings remain symbolic creatures. We require coherent images of the whole to orient ourselves. Modernity fractured many of the older cosmologies, leaving us surrounded by fragments of data and immersed in infrastructures we cannot fully grasp. Worldmaking steps into this void, not to recover a lost order but to compose experimental ones that allow us to sense and inhabit new kinds of coherence. This practice is simultaneously technical and poetic. It draws from computation, AI, and ecological modeling, while also engaging storytelling, ritual, and imagination. Projects such as [[Planet Garden]] and _ETRE_ act as prototypes of such worlds, blending architectural thinking with ecological and technological systems to create engines of symbolic possibility. Worlds after architecture are no longer inert objects to contemplate. They are invitations to participate, to play, to co-invent. They reframe design as the crafting of environments in which new forms of thought and life can emerge.