Matt Webster’s career once seemed destined to stay within the walls of Electronic Arts. He started there in 1990 and spent almost twenty years contributing to the iconic Burnout and Need for Speed franchises through 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, Fuse Games. Just three and a half years later the fledgling company is preparing to release its debut title, *Star Wars: Galactic Racer*, under the banner of the newly autonomous publisher Secret Mode.

The timing of *Galactic Racer* is noteworthy. The last Star Wars‑themed racing game, *Racer Revenge*, hit shelves in 2002—over two decades ago. Since then, the broader racing genre has struggled to maintain mainstream appeal. Amazon recently walked away from a publishing agreement with Maverick Games for a forthcoming driving title called *Clutch*, with Amazon Games head Jeff Gattis stating the project didn’t fit the market.

Meanwhile Criterion, once a powerhouse of arcade‑style racers, has pivoted toward the *Battlefield* franchise. Despite these signals, Webster remains confident that a demand exists. “We clearly see an audience for a Star Wars racing experience,” he told GamesIndustry.biz. “Our community’s reactions to our videos and articles suggest we’re not alone in that belief.” Webster points out that gaming genres are cyclical.

After a period dominated by shooters, other styles inevitably resurface as player tastes evolve. “As more people play video games, even the tiniest niches find a bigger audience,” he explains. He believes gamers are hungry for "fun, interesting, compelling new experiences they haven’t seen before," and he feels *Galactic Racer* delivers exactly that fresh perspective.

Fuse’s design philosophy embraces the instant gratification of classic arcade racers while also exploring possibilities that break free from the constraints of real‑world physics. “We wanted to ask what could happen once we’re no longer tied to tyres and tarmac,” Webster says. The answer includes tracks that climb the side of an active volcano, courses that feel like roller‑coasters, and other over‑the‑top set‑pieces that would be impossible in a conventional racing simulation.

Beyond high‑octane thrills, the game deliberately subverts long‑standing genre conventions. Most racing titles have relied on a car‑collection model for the past twenty‑plus years. Webster proposes tearing that formula apart and borrowing mechanics from other genres. *Galactic Racer* incorporates meaningful consequences for player actions, particularly crashes.

In many modern racers, a rewind feature erases penalties, but Fuse re‑introduces risk: repeated crashes send you back to the start, though you retain a degree of meta‑progression that makes each subsequent attempt slightly stronger. This risk‑reward loop forces players to weigh aggression against caution, especially when they’re on their final allowable crash. The game’s structure draws inspiration from roguelike and roguelite titles such as *Hades*, *Returnal* and *Slay the Spire*. Those games are built around infinite replayability, a quality that aligns naturally with racing’s competitive loops.

By blending roguelike progression with high‑speed competition, Fuse hopes to create a “match made in heaven” where each race feels fresh yet familiar. Launching on October 6, *Galactic Racer* lands a month before the highly anticipated *GTA 6* (scheduled for November 19) and shortly after other major releases like *Control: Resonance* and *Silent Hill: Townfall* (both September 24). Webster acknowledges the crowded calendar but reminds us that the industry has weathered even busier pre‑holiday windows in the past. “September looked busy, but I remember the ‘murderer’s row’ era where October was packed,” he notes, emphasizing that confidence tempered with realism is essential.

When asked about the wave of layoffs sweeping the sector, Webster reflects on his long tenure. He recalls a similar contraction fifteen years ago and stresses a timeless truth: great teams make great games, and great games find their audiences.

He warns that an industry averse to risk can stifle innovation, yet he also sees opportunity for studios willing to take calculated bets. “If you’re not willing to risk, you limit yourself,” he says. Starting an independent studio in 2023 has not been without challenges. Funding was scarce, and many questioned the wisdom of launching a new venture after three decades at EA.

Webster’s response was rooted in a set of principles: build a talented core team, refine a clear creative vision, devise a disciplined yet flexible plan, and stay true to core values. He believes that an engaged, motivated workforce is the engine of quality.

Fuse’s team is deliberately lean—about 75 people—for a project with AAA ambitions. Rather than inflating and deflating staff numbers, the studio relies heavily on external partners to fill skill gaps. This hybrid model blends pure outsourcing (transactional asset creation) with deep co‑development, where partner studios join daily stand‑ups, Slack channels, and even the codebase. 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 rather than merely keeping the lights on.

Webster is convinced this approach can deliver AAA‑scale scope, fidelity and scope on a sustainable budget. The rapid development timeline—starting Fuse in January 2023 and delivering a finished UE5‑powered game in just over three years—demonstrates the model’s viability.

A notable aspect of Fuse’s culture is its embrace of young talent. Alongside seasoned Criterion veterans, many team members are fresh faces, some even new to the industry. "The younger developers are often smarter and more effective than I was at their age," Webster admits, praising their fresh perspectives. He observes that veteran developers sometimes prefer senior colleagues who require minimal interaction, a mindset that can hinder mentorship.

Fuse has pivoted its hiring strategy to prioritize nurturing emerging talent, with plans for an intern program once the studio becomes financially stable. Reflecting on a period when the industry was flush with cash, Webster recalls how successful studios were encouraged to spin off new ventures, only to discover the reality was far tougher than expected.

He criticizes the lingering fixation on a single “creative visionary,” calling it “bullshit.” In his view, games are collaborative endeavors, and success stems from strong teams rather than lone geniuses. Looking ahead, Fuse Games remains open‑ended.

While the launch of *Star Wars: Galactic Racer* is just the beginning, the studio is already contemplating future projects and potential partnerships. Flexibility and adaptability, according to Webster, are essential for independent developers navigating today’s volatile market.