Matt Webster’s career once seemed destined to stay within the walls of Electronic Arts. He began his tenure at EA in 1990 and spent almost twenty years developing titles for Criterion, the studio behind the Burnout and Need for Speed franchises that EA acquired in 2004.

In early 2023, however, Webster, together with fellow Criterion alumni Steve Uphill, Pete Lake, Andrei Shires, and Alan McDairmant, decided to strike out on their own and founded the independent UK studio Fuse Games. Just over three years later the fledgling company is preparing to launch its debut title, *Star Wars: Galactic Racer*, which will be published by the newly independent label Secret Mode. The timing of *Galactic Racer* is noteworthy.

The last Star Wars‑themed racing game, *Racer Revenge*, hit shelves in 2002, and since then the racing genre has generally 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 stating that the project didn’t fit the current market landscape. Meanwhile, Criterion, once a powerhouse of arcade‑style racing, has pivoted toward the Battlefield franchise, leaving a noticeable gap for high‑octane, Star Wars‑flavoured racers. Webster remains convinced that a demand exists.

“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 way, and the response we get from people watching our videos or reading articles suggests we’re not alone.” He points out that gaming genres tend to be cyclical.

After a period dominated by shooters, other categories inevitably rise again. “As more people play video games, even the tiniest niches can find a larger audience,” Webster added.

According to Webster, modern players are hungry for "fun, interesting, compelling new experiences that they haven’t seen before," and he believes *Galactic Racer* delivers exactly that. The studio set out to capture the instant gratification of classic arcade racers while also exploring what becomes possible when you free yourself from the constraints of realistic tyres and tarmac. “We have tracks that climb the side of an active volcano,” he explains. “Sometimes the course feels more like a roller‑coaster than a road.” Beyond the thrill‑rides, *Galactic Racer* aims to upend long‑standing conventions of the racing genre.

Traditionally, racing games have relied on a car‑collection model that has remained largely unchanged for two decades. Webster wants to tear that model apart and borrow mechanics from other genres. One such mechanic is meaningful consequence for player mistakes.

In many modern racers, the presence of a rewind button eliminates lasting penalties for crashes. Fuse wants to re‑introduce stakes: crashing too often will send you back to the start, though you retain some meta‑progression that makes your next attempt slightly stronger. This risk‑reward loop, Webster says, forces players to weigh each maneuver carefully, especially when they’re on their final allowed crash. The design philosophy is heavily inspired by roguelike titles such as *Hades*, *Returnal*, and *Slay the Spire*, games celebrated for their infinite replayability.

"Racing thrives on replayability," Webster notes, "so combining it with roguelike principles feels like a match made in heaven." The result is a game that encourages multiple runs, each with its own set of upgrades, challenges, and strategic decisions. Launching *Galactic Racer* on October 6 places it in a busy window that includes heavyweight releases like *Control: Resonance* and *Silent Hill: Townfall* (both September 24) and precedes the much‑anticipated *GTA 6* slated for November 19. While some industry observers warned that September is a crowded month, Webster recalls that even October has historically been packed with major launches, citing the old “murderer’s row” of titles.

He acknowledges the competition but says Fuse Games approaches it with a “healthy sense of confidence” balanced by a realistic outlook on potential outcomes. “Good games find a way,” he says, echoing a mantra that has guided him through past industry downturns. Speaking about the wave of layoffs sweeping the sector, Webster reflects on his own long tenure and the previous bout of cuts fifteen years ago. He observes that great teams make great games, and great games attract audiences.

Yet he also notes a growing aversion to risk among larger publishers, which he believes creates openings for studios willing to take calculated bets. “If you’re not willing to risk, you limit opportunity,” he warns. Starting a new studio in today’s climate has not been easy.

Funding proved elusive, with many questioning the wisdom of launching an independent studio in 2023. Webster admits that after thirty‑two years at EA he was accustomed to a corporate bubble, and stepping into the unknown required a return to core principles: assemble a talented team, refine a clear creative vision, and maintain disciplined planning while staying adaptable. He stresses that an engaged, motivated team is the engine that drives great outcomes.

Fuse Games operates with a relatively lean core of about 75 people—small for a AAA‑scale project—but this is intentional. The studio avoids the typical “grow‑shrink‑grow‑shrink” cycle by leveraging external development partners to fill skill gaps. These partners range from transactional outsourcing for asset creation to full‑fledged co‑development arrangements where external studios sit in Fuse’s daily stand‑ups, Slack channels, and code repositories, effectively becoming extensions of the core team. The United Kingdom, Webster points out, is an ideal hub for such collaboration because of its mature game development ecosystem.

In the past, external studios were often reluctant to help, preferring to focus on their own projects. Today, many companies hire developers who enjoy moving between different teams and projects, keeping the talent pool fresh and enthusiastic. Webster believes this hybrid model—small permanent staff supplemented by trusted external partners—offers a sustainable path to producing AAA‑quality games on a more manageable budget. The rapid development timeline of *Galactic Racer* validates this approach.

Fuse was founded in January 2023, and just three and a half years later the team has built a studio, assembled a cross‑functional team, and delivered a game built on Unreal Engine 5—an engine none of them had previously mastered. "It feels like an achievement," Webster says, "and we’ve done it in a healthy, sustainable way." A notable aspect of Fuse’s workforce is the blend of veteran Criterion staff with a wave of younger developers. One of the producers on *Galactic Racer* had never worked in games before joining the project. Webster praises the energy and ingenuity of this new talent, stating that in many respects they outperform older colleagues.

He also observes that seasoned developers often prefer senior co‑workers who can work independently, which can limit mentorship opportunities. By deliberately pivoting hiring practices toward nurturing younger staff, Fuse aims to create a culture of mutual growth and motivation. Looking ahead, Webster hopes to formalize an internship program to further cultivate emerging talent, though he cautions that the studio is still pre‑revenue and must be realistic about the costs involved. He reflects on a period five or six years ago when the industry was flush with capital and many successful developers launched their own studios, only to discover the challenges of independent operation.

He argues that funding should be directed toward strong teams rather than glorified “single creative visionaries,” a notion he calls "bullshit". In his view, games are always collaborative endeavors.

As for Fuse’s next steps, the future remains open-ended. While the launch of *Star Wars: Galactic Racer* marks a major milestone, Webster says the studio will continue to explore new opportunities and remain flexible in an ever‑changing market. The team’s confidence, combined with a willingness to take risks and a commitment to fostering fresh talent, positions them to navigate the competitive landscape and potentially shape the next evolution of racing games.