Matt Webster’s career seemed destined to stay within Electronic Arts. He started at the company in 1990 and spent nearly twenty years developing titles for Criterion, the studio behind Burnout and Need for Speed, which 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 called Fuse Games. Just over three 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.
The new game arrives roughly 24 years after the last Star Wars‑themed racing title, *Racer Revenge* (2002), and it does so at a time when the racing genre has generally lost some of its mainstream momentum. Amazon recently cancelled a publishing deal for Maverick Games’ upcoming driving title *Clutch*, with Amazon Games head Jeff Gattis stating that the market didn’t appear to have a clear fit for the project. Meanwhile, Criterion itself has shifted focus away from racing toward the *Battlefield* franchise.
Despite these signals, Webster remains convinced that a demand exists. “We clearly think there’s an audience for a Star Wars racing game,” he told GamesIndustry.biz. “Our community feedback suggests we’re not the only ones who feel that way.” Webster points out that video‑game genres tend to be cyclical. After a period dominated by shooters, other types inevitably resurface.
As the overall player base expands, even the smallest niches can attract larger followings. He believes gamers are hungry for "fun, interesting, compelling new experiences they haven’t seen before," and he feels *Galactic Racer* delivers on that promise.
Fuse’s design philosophy embraces the instant gratification of classic arcade racers while also asking, "What can we do when we’re not limited by tires and tarmac?" The answer, according to Webster, is a series of over‑the‑top tracks that climb the sides of active volcanoes and feel more like roller‑coasters than traditional circuits. Yet the studio isn’t just chasing thrills; it wants to upend long‑standing conventions in racing games.
For two decades, most titles have hinged on a car‑collection model, where players acquire new vehicles to progress. Webster wants to rip that formula apart and borrow mechanics from other genres. One of the most radical ideas is to re‑introduce meaningful consequences for crashing. In many modern racers, a rewind button erases any penalty, making crashes feel inconsequential.
Fuse plans to bring the risk back, tying it to a roguelike‑inspired structure reminiscent of *Hades*, *Returnal*, and *Slay the Spire*. The game is built for infinite replayability, a natural fit for racing where each run can be a fresh attempt.
When a player crashes too often, they’re sent back to the start, but they retain some meta‑progression that puts them in a stronger position for the next run. This creates a tension between risk and reward that Webster hopes will keep players engaged. Launching on October 6, *Galactic Racer* lands between several high‑profile releases, including *Control: Resonance* and *Silent Hill: Townfall* (both September 24) and the highly anticipated *GTA 6* slated for November 19. Webster acknowledges the crowded calendar but notes that the industry has weathered even busier pre‑Christmas windows in the past.
“I was always told good games will find a way,” he says, echoing a sentiment that has guided him through multiple waves of industry layoffs. Speaking about those layoffs, Webster reflects on his long tenure and recalls a similar contraction fifteen years ago. He argues that great teams produce great games, and great games attract audiences.
Yet today, he sees a pervasive aversion to risk, which he believes opens opportunities for studios willing to take calculated bets. The challenge, however, is funding. Starting an independent studio in 2023 was described by peers as “brave,” especially after a 32‑year stint at EA that insulated him from the harsh realities of indie financing.
Fuse’s solution is a lean core team—about 75 people—augmented by external development partners. Rather than the traditional “grow‑shrink‑grow” cycle, the studio maintains a stable internal crew and contracts out work as needed. This hybrid model ranges from transactional outsourcing (pure asset creation) to full co‑development, where external studios attend daily stand‑ups, share Slack channels, and contribute directly to the codebase.
Webster highlights the UK’s mature game‑development ecosystem as a fertile ground for such collaboration, noting that today’s studios are eager to work on diverse projects rather than being locked into a single proprietary title. The result, according to Webster, is a sustainable path to AAA‑level scope, scale, and visual fidelity without the bloated budgets that typically accompany large‑team productions. The rapid development timeline—starting Fuse in January 2023 and delivering a UE5‑powered game in just three and a half years—demonstrates the viability of this approach. A notable aspect of Fuse’s culture is its emphasis on younger talent.
While the studio benefits from veteran Criterion alumni, many of its developers are fresh faces, including a producer who had never worked in games before joining the project. Webster praises the energy and effectiveness of these newcomers, stating that they often outperform more seasoned hires.
He argues that nurturing junior staff not only fuels innovation but also creates a more motivated workforce. In the future, he hopes to formalize an internship program, though he admits the studio is still pre‑revenue and must weigh the costs of talent development.
Webster also critiques the industry’s lingering fascination with the “lone visionary” myth. He contends that the notion of a single creative genius steering a blockbuster is "bullshit" and that successful games are the product of collaborative effort. This perspective informs Fuse’s commitment to teamwork, flexible partnerships, and a realistic outlook on market dynamics. Looking ahead, Fuse Games remains open‑ended about its next steps.
The launch of *Star Wars: Galactic Racer* is just the beginning, and the studio is already exploring potential follow‑up projects. Webster emphasizes the need for adaptability in an independent studio’s roadmap, acknowledging that flexibility will be key to navigating the ever‑shifting landscape of video‑game publishing.