Tech is easy. People are hard.

And both are needed if we want to create real value.

Gatekeeper 2 Guide (G2G) started with a chat between me and a frustrated math professor — smart, articulate, and completely blocked by other people’s inability to “get it.” We’ve all been there. Especially now, in the GenAI era, where being right isn’t rare anymore.

G2G is a gentle but firm nudge:
What if your role isn’t to gatekeep truth, but to guide people through it?

Today, I’m releasing version 2.0:
→ https://g2g.ambivrt.com

✔ Login via Google or email
✔ Supabase integration — clean data, real security
✔ New name, new app icon, new intro animation
✔ Still radically simple

The app puts people — not prompts — at the center.
It’s a tool for anyone who wants to help others navigate complexity without dominating the room.

And yes, an English version is coming soon.

Big thanks to Lovable — the Swedish team behind the scenes, whose platform keeps surprising me with how much clarity and creativity it unlocks.
This would not exist without them.

I Don’t Just Build GPTs Anymore

For a while now, I’ve been deep into designing GPTs—custom agents, prompt stacks, edge cases, the works. It’s been fun, but also a bit… sandboxed.

Now? I’m building full apps. Interfaces, logic, data flow—end-to-end. Not because I suddenly learned React overnight, but because Lovable and Vibecoding changed the game. It’s not no-code. It’s not low-code. It’s flow-code, and it moves fast.

The magic? Disposable code. Build it, run it, test it, throw it away. No legacy, no “just in case” abstractions. If it breaks, we fix it—or rebuild it in 30 minutes with sharper intent. And because AI’s in the loop from idea to deploy, we get to skip the committee meetings and ship real things.

To all the traditionalists out there:
The future isn’t coming. It showed up yesterday. You’re late.

Writing a book.

As I dived deep into the world of virtual reality, I realised things about myself and about life that never occurred to me before. It has truly been a life changing experience. I found places beyond anything I could ever imagine, both internally and externally. I found peace, quiet and a never-ending flow. I found places to meditate, places to learn, places to meet, places to play and even places to work. But above all I found new perspectives. I could move freely between the birds-eye view and the maggot view and back into my own view. Perspective changes everything and is in my opinion one of the most powerful tools to give the human mind. In many ways I believe, without knowing, the experience of new perspectives in virtual reality is much like that of a psilocybin trip. Mental note: I need to try that.

As I got in touch with more and more players in the field of virtual reality, I got more and more frustrated, because most of them don’t have a clue about this potential. Most companies and individuals developing for virtual reality try to mimic the real world. Why would you do that?! Every application for meetings, conferences and work looks and acts this way. All of them without exception. And there are hundreds, maybe thousands. If you look at games, entertainment and interactive movies it is a way better situation. I’d say that at least 50% of those experiences are exploring and utilising the potential of perspectives and freedom from the physical world.

I started to outline and develop a concept for my own startup, Ambivrt, to make something entirely different. At the same time I engaged with the few peers I felt shared my passion and views on the potential of virtual reality, both locally in my country and globally. More and more I realised that I needed another virtual reality project to cross-feed into my business development process and the game concept S:elf was born. The game development process let me think freely about allt the visual, narrative, psychological and interaction possibilities and as I had hoped, it helped the more serious business development In a big way. What I didn’t see coming was the sheer scope of developing a virtual reality game (or any game for that matter). Story, interaction, visual design, coding, modelling, animation, sound, music and that’s just the start. Ambition is high and rising and that’s why this book is not only necessary but vital to the success of S:Elf. It will be the foundation of a brand new world created by me, the Ambivrt.