Matt Webster’s career once seemed destined to stay within Electronic Arts. He started at EA in 1990 and spent nearly twenty years collaborating with 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 the independent UK studio Fuse Games. Just over three years later the fledgling studio 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*. In the intervening years the racing genre has lost some of its mainstream shine.
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 market simply didn’t seem to fit the product. Criterion, the studio where Webster cut his teeth, has shifted its focus from pure racing to the Battlefield franchise. Yet Webster remains convinced there is a viable niche for a Star Wars racing experience.
“We clearly believe there’s an audience for a Star Wars racing game,” he told GamesIndustry.biz. “Our community feedback, video views and article reads suggest we’re not alone in that belief.” He points out that genres tend to be cyclical.
After a period dominated by shooters, other types of games inevitably resurface. As the overall player base expands, even the smallest sub‑genres can attract larger followings.
“People are looking for fun, fresh experiences they haven’t seen before,” Webster said. “We think *Galactic Racer* delivers exactly that.” Fuse’s design philosophy embraces the instant gratification of classic arcade racers while also asking, “What can we do once we’re no longer bound by the physics of tyres and tarmac?” The answer, according to Webster, is tracks that climb the sides of active volcanoes, courses that feel like roller‑coasters, and other over‑the‑top set‑pieces that would be impossible in a realistic driving simulator. Beyond the high‑octane thrills, the game deliberately subverts long‑standing racing conventions.
Most racing titles rely on a static car‑collection model that has changed little in two decades. Fuse wants to tear that model apart and borrow mechanics from other genres.
One of the most striking innovations is the introduction of meaningful consequences for crashes. In many modern racers, a rewind button eliminates penalty, making failure feel inconsequential.
*Galactic Racer* reintroduces risk: too many crashes send the player back to the start of a run, though some meta‑progression carries over, giving a stronger foothold on the next attempt. This risk‑reward loop is inspired by roguelike titles such as *Hades*, *Returnal* and *Slay the Spire*, which prioritize infinite replayability. “Racing thrives on replayability, so pairing it with roguelike structures feels like a match made in heaven,” Webster explained.
The game’s release window also reflects strategic thinking. *Galactic Racer* is slated for October 6, comfortably ahead of the highly anticipated *GTA 6* launch on November 19, yet close enough to ride the momentum of other major releases like *Control: Resonance* and *Silent Hill: Townfall* on September 24. Webster acknowledges that September and October are traditionally busy months, recalling the industry’s old “Murderer’s Row” of titles, but he remains confident that Fuse’s unique offering will stand out.
When asked about the wave of layoffs sweeping the industry, Webster reflected on his long tenure. He recalled a previous round of cuts about fifteen years ago and emphasized a timeless truth: great teams make great games, and great games find audiences. He sees the current risk‑averse climate as an opening for studios willing to take calculated bets.
“If you’re not willing to risk, you limit opportunity,” he warned. Funding, however, has not been a smooth road. Starting an independent studio in 2023, after three decades at EA, felt like stepping into the unknown.
Webster stresses that the core principles he learned at EA—building a solid team, refining a clear creative vision, and maintaining disciplined planning—remain essential, even if the plan is always imperfect. He believes that a motivated, engaged team can achieve extraordinary results. Fuse operates with a relatively lean core of around 75 staff, a deliberate choice to avoid the industry’s typical cycle of rapid expansion and contraction. Instead, the studio relies heavily on external partners for both transactional asset creation and deeper co‑development, where outside studios participate in daily stand‑ups, Slack channels, and even share codebases.
The UK’s mature game development ecosystem makes such collaboration especially effective, according to Webster, who notes that today’s external studios are eager to work on diverse projects rather than being forced into a single, profit‑driven pipeline. Webster is convinced this hybrid model—small permanent team plus trusted external partners—can deliver AAA‑level scope, scale and visual fidelity on a sustainable budget.
The rapid development timeline of *Galactic Racer* illustrates that point: Fuse launched in January 2023, and within three and a half years they built a studio, assembled a team, and delivered a UE5‑powered game despite initially having no experience with the engine. “It feels like an achievement, and we did it in a healthy, sustainable way,” he said.
The studio’s talent mix also reflects a shift toward younger developers. Many of the team members, including a producer with no prior gaming experience, are fresh faces. Webster praises their ingenuity, noting that they often outperform older veterans in speed and effectiveness. He argues that nurturing young talent is more beneficial than relying solely on seasoned developers who may prefer minimal interaction.
Fuse is even considering an internship program, though the studio remains pre‑revenue and cautious about the costs associated with talent development. Looking back to a time when the industry was flush with cash, Webster recalls how successful games often led to the creation of new studios, only for those founders to discover the challenges of building a business from scratch. He criticizes the industry’s fixation on the “single creative visionary” myth, calling it “bullshit.” In reality, games are collaborative endeavors involving many contributors. As for Fuse’s future, Webster admits the path is still forming.
The launch of *Star Wars: Galactic Racer* is just the beginning, and the studio remains open to exploring new opportunities and directions. Flexibility and adaptability, he says, are essential for independent developers navigating today’s competitive market.