Matt Webster’s career seemed destined to stay within the walls of Electronic Arts. He started at EA in 1990 and spent almost twenty years developing titles for Criterion, the studio behind Burnout and Need for Speed, before EA acquired Criterion in 2004. In early 2023, however, Webster teamed up with fellow Criterion alumni Steve Uphill, Pete Lake, Andrei Shires and Alan McDairmant to launch an independent studio in the United Kingdom called Fuse Games.
Three and a half years later the fledgling studio is poised to ship its debut title, *Star Wars: Galactic Racer*, under the banner of the newly independent publisher Secret Mode. The release of *Galactic Racer* marks the first Star Wars‑themed racing game since 2002’s *Racer Revenge*, a gap of 24 years during which the racing genre has generally lost some of its mainstream appeal. Recent industry news underscores this trend: Amazon walked away from a publishing agreement with Maverick Games for its upcoming driving game *Clutch*, with Amazon Games head Jeff Gattis stating that the project didn’t fit the market. Meanwhile, Criterion itself has shifted focus away from racing toward the *Battlefield* franchise.
Despite these signals, Webster remains convinced that a market exists for a Star Wars racing experience. “We clearly see an audience for a Star Wars racing game,” he told GamesIndustry.biz.
“We’re not the only ones who think that, and the response we get from our videos and articles suggests we’re not alone.” He argues that video‑game genres tend to be cyclical. After a period dominated by shooters, other types of games inevitably re‑emerge as players’ tastes evolve.
As the overall player base expands, even the smallest niche can attract a sizable crowd. Webster believes gamers are hungry for "fun, interesting, compelling new experiences they haven’t seen before," and he feels *Galactic Racer* delivers exactly that. The team set out to capture the instant‑gratification feel of classic arcade racers while also exploring what can be done when you’re no longer bound by the physics of tyres and tarmac.
“We have tracks that climb the side of an active volcano,” he explains. “Sometimes it feels like a roller‑coaster.” Beyond the high‑octane thrills, the game deliberately subverts long‑standing racing conventions. Traditionally, racing titles revolve around collecting cars—a formula that has stayed largely unchanged for two decades. Webster wants to tear that model apart and borrow mechanics from other genres.
One key innovation is the introduction of meaningful consequences for crashing. In many modern racers a rewind button erases mistakes, but *Galactic Racer* re‑introduces risk: too many crashes send you back to the start, though you retain a portion of meta‑progress that places you in a stronger position on the next attempt. This risk‑reward loop forces players to weigh each maneuver carefully, especially when they’re on their final allowed crash.
The game’s design also draws inspiration from roguelike titles such as *Hades*, *Returnal* and *Slay the Spire*, which prioritize infinite replayability. "Racing thrives on replayability," Webster notes, "so marrying it with roguelike structures feels like a match made in heaven." The result is a title that encourages repeated runs, each offering fresh challenges and incremental upgrades.
Timing the launch is another strategic decision. *Galactic Racer* is slated for October 6, comfortably ahead of the highly anticipated *GTA 6* release on November 19, yet close enough to ride the wave of other major releases like *Control: Resonance* and *Silent Hill: Townfall* on September 24. Webster acknowledges the crowded calendar but points out that the industry has weathered even busier pre‑Christmas windows in the past. He maintains a "healthy sense of confidence" tempered by a realistic outlook on how the market might respond.
When asked about the wave of layoffs sweeping the sector, Webster reflects on his long tenure in the business. He recalls a similar contraction fifteen years ago and emphasizes a timeless principle: great teams make great games, and great games find their audience. He warns that an industry averse to risk can stifle innovation, yet he sees this as an opening for studios willing to take calculated bets.
Funding an independent studio in 2023 has not been easy. Webster admits that many questioned the wisdom of launching Fuse Games after three decades at EA. The solution, he says, was to lean on core principles: assemble a talented team, refine a clear creative vision, and build disciplined plans that can adapt as circumstances change.
He stresses that a motivated, engaged team is the engine of quality output. Fuse Games operates with a relatively lean core—about 75 people—by design. Rather than expanding and contracting staff in response to project peaks, the studio relies heavily on external partners to fill gaps.
This hybrid model blends transactional outsourcing for asset creation with deeper co‑development relationships where external studios join daily stand‑ups, Slack channels, and even the code base. Webster highlights the UK’s mature development ecosystem as a fertile ground for such collaborations, noting that today’s external studios are eager to work on diverse projects, keeping their talent fresh and motivated. Webster believes this approach demonstrates that a AAA‑scale game can be produced sustainably on a modest budget when a small permanent core is complemented by trusted partners.
The rapid development timeline of *Galactic Racer*—from Fuse’s founding in January 2023 to a launch in October 2026—serves as proof of concept. Another notable aspect of Fuse’s strategy is its emphasis on youthful talent.
Alongside veteran Criterion alumni, the studio has hired many younger developers, even bringing on a producer with no prior gaming experience. "The young talent we’ve attracted is often smarter and more effective than many of us were at that age," Webster says.
He observes that seasoned developers sometimes prefer working with senior peers who require minimal interaction, a mindset that can hinder mentorship. Fuse has therefore pivoted its hiring focus to nurture and develop emerging creators, with plans to eventually launch an intern program once the studio becomes revenue‑positive.
Reflecting on the industry’s past over‑investment in “superstar” creators, Webster calls the myth of the singular visionary "bullshit." He argues that games are always the product of collaborative effort, and that funding should target strong teams rather than individual egos. As for Fuse’s future, Webster admits the roadmap is still being written.
The launch of *Star Wars: Galactic Racer* is just the beginning; the studio remains open to new opportunities and will continue to adapt its strategy as an independent developer navigating a competitive market.