Matt Webster’s career once seemed destined to stay within Electronic Arts. He started at the company in 1990 and spent almost twenty years developing titles for Criterion, the studio behind Burnout and Need for Speed that 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, Fuse Games. Just three and a half years later the fledgling studio is poised to release 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 time when the racing genre has struggled to maintain a high profile. Amazon recently walked away from a publishing agreement with Maverick Games for its upcoming driving title Clutch, with Amazon Games head Jeff Gattis explaining that the project didn’t seem to fit the current market.

Meanwhile, Criterion, once a powerhouse of arcade‑style racers, has pivoted to work on the Battlefield franchise. Despite these signals, Webster is convinced there is still a hungry audience for a Star Wars racing experience. “We definitely see a market for a Star Wars‑based racer,” he told GamesIndustry.biz. “Our community, the people who watch our videos and read our articles, tell us they’re eager for something like this.

Genres tend to be cyclical. After a period where shooters dominated, other types of games start to regain attention.

As the overall player base grows, even the tiniest niches can find a sizable following.” Webster believes gamers are constantly looking for "fun, interesting, compelling new experiences that they haven’t seen before," and he feels Galactic Racer delivers on that promise. The team set out to capture the instant gratification of classic arcade racers while also asking, "What could we do if we weren’t limited by real‑world tyres and tarmac?" The answer includes tracks that climb the side of an active volcano and courses that feel more like roller‑coasters than traditional circuits. Beyond the high‑octane thrills, Galactic Racer aims to upend long‑standing conventions in the racing genre.

Most racers rely on a car‑collection model that has changed little in two decades. Webster wants to rip that formula apart and borrow mechanics from other genres. One of the most striking innovations is the emphasis on consequential decision‑making.

In many modern racers, a rewind button erases the impact of mistakes, but Fuse wants crashes to matter. "If you crash too often you’re sent back to the start, but you keep some meta‑progression that puts you in a stronger position," he explained. "When you’re down to your last crash, you feel the weight of risk and have to decide whether to push forward or play it safe." The game’s structure draws inspiration from roguelike titles such as Hades, Returnal and Slay the Spire—games built around infinite replayability.

"Racing thrives on replay value, so combining it with roguelike loops feels like a perfect match," Webster said. Each run offers new track layouts, power‑ups and challenges, encouraging players to experiment and improve over multiple attempts.

Launching on October 6, Galactic Racer lands in a crowded calendar that also includes blockbuster releases like Control: Resonance and Silent Hill: Townfall (both September 24) and the highly anticipated GTA 6 slated for November 19. Webster acknowledges the competition but points out that the industry has long dealt with busy windows. "People used to call October ‘murderers’ row’ because it was packed with releases. We’re comfortable with that reality and have a healthy confidence tempered by a realistic outlook on how things might unfold." When asked about the wave of layoffs sweeping the industry, Webster reflected on his own long tenure.

He recalled a similar round of cuts fifteen years ago and emphasized a timeless truth: great teams make great games, and great games find an audience. He also warned that an aversion to risk is limiting opportunities.

"When studios shy away from calculated risks, they miss the chance to create something truly innovative," he said. Starting a new studio in 2023 has not been without challenges. Funding was scarce, and many questioned the wisdom of launching an independent studio in a turbulent market.

Webster described the experience as a steep learning curve after 32 years at EA. He relied on core principles: building a solid team, refining a clear creative vision, and maintaining disciplined planning—while accepting that any plan will inevitably evolve.

"Engaged, motivated talent produces great work, so it’s our job to keep them inspired," he added. Fuse Games operates with a relatively small core team—about 75 people—for a project of AAA scope.

This size is intentional; the studio avoids the typical "grow‑shrink‑grow‑shrink" cycle that plagues many developers. Instead, Fuse supplements its internal staff with external partners, ranging from transactional outsourcing for asset creation to full co‑development arrangements where outside studios attend daily stand‑ups, join Slack channels and share code repositories. Webster highlighted the UK’s mature development ecosystem as a key advantage, noting that today many companies are eager to collaborate across projects, keeping their staff fresh and enthusiastic. Webster believes this hybrid model—small permanent team plus trusted external collaborators—offers a sustainable path to delivering AAA‑level games on a reasonable budget.

The rapid development timeline of Galactic Racer supports that claim: Fuse was founded in January 2023, and within three and a half years the studio built a team, mastered Unreal Engine 5, and produced a polished title ready for launch. Another noteworthy aspect of Fuse’s approach is its emphasis on young talent. While the studio includes veterans from Criterion, many of its developers are newcomers, and one producer had never worked in games before joining the project. "The younger crew is often smarter and more effective than I was at that age," Webster said.

He observed that senior developers sometimes prefer working with equally experienced colleagues, but nurturing fresh talent can be equally rewarding for both parties. The studio hopes to formalize an internship program in the future, though it remains pre‑revenue at the moment.

Webster cited Criterion’s successful intern pipelines as a model they hope to emulate, while also acknowledging the costs associated with developing junior staff. Reflecting on the industry’s past focus on “superstar” creators, Webster dismissed the notion of a single visionary as "bullshit." He argued that games are inherently collaborative endeavors, and the fixation on a lone genius overlooks the contributions of the broader team.

"If you’re not a solo developer, you’re always working with a group of individuals who each bring something essential to the table," he asserted. Looking ahead, Fuse Games remains flexible.

The launch of Galactic Racer is just the beginning, and while the studio has ideas for future projects, it recognizes the need to stay adaptable in a fast‑changing market. "We’ll be talking to partners, exploring opportunities, and deciding our next steps based on what makes sense for an independent studio today," Webster concluded.