Matt Webster’s career once seemed destined to stay within the walls of Electronic Arts. He began his tenure in 1990 and spent nearly twenty years contributing to the Burnout and Need for Speed franchises while at Criterion, the studio EA acquired in 2004. In early 2023, however, Webster teamed up with former Criterion colleagues Steve Uphill, Pete Lake, Andrei Shires and Alan McDairmant to launch an independent UK studio called Fuse Games.
Just over three years later, Fuse is on the brink of releasing its debut title, Star Wars: Galactic Racer, under the banner of the newly independent publisher Secret Mode. Galactic Racer arrives roughly 24 years after the last Star Wars‑themed racing game, 2002’s Racer Revenge, and it does so at a moment when traditional racing games have lost some of their mainstream appeal. Amazon recently walked away from a publishing agreement with Maverick Games for the upcoming driving title Clutch, with Amazon Games head Jeff Gattis stating, “we didn’t see a real fit in the market for that game.” Meanwhile, Criterion itself has shifted focus from pure racing experiences to the Battlefield franchise. Despite these signals, Webster remains convinced there is still a hungry audience for a Star Wars racing adventure.
“We clearly think there’s an audience for a Star Wars racing game,” he told GamesIndustry.biz. “We’re not the only ones who feel that, and the response we get from our videos and articles suggests we’re not alone.” He points out that video‑game genres tend to be cyclical. After a period dominated by shooters, other types inevitably rise again. “As more and more people play video games, even the tiniest of niches find a bigger audience,” Webster observes.
Players, he says, are looking for "fun, interesting, compelling new experiences that they haven’t seen before," and he believes Galactic Racer delivers exactly that. Fuse’s design philosophy embraces the instant‑gratification feel of classic arcade racers while also asking, “What can we do once we’re no longer bound by tyres and tarmac?” The answer, according to Webster, is tracks that climb the side of an active volcano, courses that feel like roller‑coasters, and other over‑the‑top environments that would be impossible in a realistic simulation. Yet the ambition goes deeper than visual flair; the team wants to upend long‑standing conventions of the racing genre.
For two decades the core loop of most racers has been a simple car‑collection system. "Let’s rip that up and steal ideas from other genres," Webster says. One of those borrowed ideas is the notion of meaningful consequence, a concept often muted in modern racers by the safety net of rewind mechanics. In Galactic Racer, crashing carries weight: repeated crashes can send a player back to the start, though some meta‑progression carries over, putting the racer in a slightly stronger position.
This risk‑reward dynamic mirrors the design of roguelikes such as Hades, Returnal, and Slay the Spire, games built around infinite replayability. "Racing thrives on replayability, so marrying it with roguelike principles feels like a match made in heaven," Webster explains. The consequence system forces players to weigh each maneuver carefully, especially when they’re on their last allowed crash.
"When you’re in a critical system, you literally lean forward and think about the risk you’re taking," he notes, highlighting the tension that the team hopes will keep players engaged session after session. Releasing a new IP in a crowded calendar is a bold move, particularly in a year that will see the launch of titanic titles like GTA 6. Galactic Racer is slated for October 6, a respectable gap from GTA 6’s November 19 release but still close to other major drops such as Control: Resonance and Silent Hill: Townfall on September 24.
Webster acknowledges the density of the schedule but reminds us that the industry has weathered even busier windows before. “People used to call September ‘murderers’ row,’ and October was always packed,” he recalls.
“We have a healthy confidence tempered by a realistic view of how things may turn out.” When asked about the wave of layoffs sweeping the sector, Webster reflects on his long tenure. He remembers a previous round of cuts about fifteen years ago and notes a recurring truth: great teams make great games, and great games find their audience. He warns that the current climate shows an aversion to risk, which can stifle innovation. "Those willing to take calculated risks and push forward will find opportunity," he says.
"If you’re overly cautious, you limit yourself and the industry.” Starting a studio in 2023 has not been easy. Funding was scarce, and many questioned the wisdom of launching an independent studio in such a turbulent market. Webster admits the learning curve was steep after thirty‑two years at EA, describing the transition as stepping out of a bubble into a world where principles—building a solid team, refining a creative vision, and staying disciplined—become the compass. "The plan is always wrong, but it’s the best version you have today," he says, emphasizing the need to review, adapt, and stay true to core values.
Fuse Games operates with a relatively lean core team of around 75 people, a deliberate choice to avoid the boom‑and‑bust staffing cycles common in AAA development. Instead, the studio relies heavily on external partners to fill gaps, ranging from transactional outsourcing for asset creation to full‑scale co‑development where outside studios sit in on daily stand‑ups, Slack channels, and even share the codebase.
Webster highlights the UK’s mature development ecosystem as a fertile ground for such collaborations, noting that today’s studios are eager to work on diverse projects rather than clinging to a single internal title. He believes this hybrid model—small permanent core plus trusted external partners—offers a sustainable path for AAA‑level scope, scale, and visual fidelity without the runaway budgets that have plagued many recent projects.
The rapid development timeline of Galactic Racer validates the approach: Fuse was founded in January 2023, and three and a half years later the team has built a studio, assembled a team, and delivered a UE5‑based game despite initially knowing little about the engine. Another striking element of Fuse’s story is its infusion of young talent. While the studio includes veteran Criterion alumni, many of its developers are newcomers to the industry, and one producer has never worked on a game before.
Webster praises this fresh perspective, stating that the younger staff often outperform more senior hires in creativity and efficiency. He argues that nurturing junior talent not only motivates the newcomers but also revitalizes seasoned developers, creating a symbiotic environment. Looking ahead, Webster hopes to formalize an internship pipeline to further develop emerging talent, though he cautions that Fuse is still pre‑revenue and must balance ambition with financial reality.
He reflects on the earlier era when successful studios received generous funding to spin off new ventures, noting that those funds were often misallocated to individual “superstar” creators rather than strong teams. "The fixation on a single creative visionary is nonsense," he asserts. "Games are made by collaborations of individuals." As for Fuse’s next steps, the studio remains flexible. While the launch of Galactic Racer marks a significant milestone, Webster says the team is already considering future opportunities and projects, but will stay adaptable to the shifting landscape that independent developers face today.
The combination of a clear creative vision, a balanced team structure, and a willingness to take calculated risks positions Fuse Games to continue shaping niche experiences that resonate with an ever‑expanding gaming audience.