Matt Webster’s career once seemed destined to stay within the walls of Electronic Arts. He started at the company in 1990 and spent nearly twenty years contributing to the legendary Burnout and Need for Speed franchises while they were under the Criterion banner, a studio EA acquired in 2004.
In early 2023, however, Webster, together with former Criterion colleagues Steve Uphill, Pete Lake, Andrei Shires, and Alan McDairmant, decided to strike out on their own and launch Fuse Games, an independent studio based in the United Kingdom. Just over three years later the fledgling studio is poised to release its debut title, *Star Wars: Galactic Racer*, a partnership with the newly independent publisher Secret Mode. The timing of the launch is noteworthy. The last Star Wars‑themed racing game, *Racer Revenge*, hit shelves in 2002, meaning more than two decades have passed without a new entry in the sub‑genre.
In that interval, the broader racing market has struggled to maintain mainstream appeal. Amazon recently walked away from a publishing agreement with Maverick Games for the upcoming title *Clutch*, with Amazon Games head Jeff Gattis stating that the product didn’t fit the current market landscape.
Meanwhile, Criterion, once a powerhouse of arcade‑style racing, has shifted its focus to the *Battlefield* series, underscoring a broader industry trend away from traditional car‑based racers. Despite these signals, Webster remains convinced there is a viable audience for a Star Wars racing experience. “We clearly believe there’s a fan base for a Star Wars‑themed racing game,” he told *GamesIndustry.biz*. “We’re not the only ones thinking that, and the response we get from our videos and articles suggests we’re not alone.” He points out that gaming genres tend to be cyclical.
After a period dominated by shooters, other genres inevitably re‑emerge as players look for fresh, compelling experiences they haven’t encountered before. As the overall video‑game player base expands, even the most niche interests can attract a sizable following. Webster says the team set out to deliver an arcade‑style experience that embraces instant gratification while also pushing the boundaries of what a racing game can be when it isn’t constrained by realistic tyres and tarmac. “Imagine a track that climbs the side of an active volcano,” he explains.
“It feels like a roller‑coaster, and that kind of over‑the‑top fun is what we wanted to capture.” Beyond the high‑octane thrills, *Galactic Racer* deliberately subverts long‑standing genre conventions. Traditional racers have relied on a car‑collection model for the past twenty‑plus years; Webster wants to tear that formula apart and borrow mechanics from other genres. One of the most striking innovations is the emphasis on consequential decision‑making. In many modern racers, a “rewind” button can erase mistakes, reducing the weight of failure.
Fuse Games chose to re‑introduce real stakes: crashing can send a player back to the start, though some meta‑progression carries over, placing them in a stronger position for the next attempt. “When you’re on your last crash and the system is critical, you really feel the tension,” Webster says.
This design philosophy draws inspiration from roguelike titles such as *Hades*, *Returnal*, and *Slay the Spire*, which prioritize infinite replayability. Racing, by nature, thrives on repeated runs, making the marriage of roguelike persistence and high‑speed competition a “match made in heaven,” in his view.
Launching in a crowded calendar, *Galactic Racer* is set for an October 6 release—just weeks before the highly anticipated *GTA 6* launch on November 19, but after other major titles like *Control: Resonance* and *Silent Hill: Townfall* (both September 24). Webster acknowledges the competitive environment but notes that the industry has weathered even busier pre‑Christmas windows in the past.
“People used to call September ‘murderer’s row,’ and October was always packed,” he recalls. “We have a healthy confidence, tempered by a realistic view of how things might turn out.” The conversation inevitably turns to the wave of layoffs sweeping the sector. Having lived through a similar contraction fifteen years ago, Webster observes that great teams produce great games, and great games find audiences. He argues that the current climate shows a pervasive aversion to risk, which paradoxically creates opportunities for studios willing to take calculated bets.
“If you shy away from risk, you limit yourself,” he says. “Those who embrace it can carve out space in the market.” Funding, however, remains a hurdle for new independent studios. When Fuse Games announced its formation in early 2023, many questioned the viability of launching a AAA‑scale project with a modest budget.
Webster reflects on his 32‑year tenure at EA, describing the transition to independence as a steep learning curve. He emphasizes three core principles: building a talented, motivated team; refining a clear creative vision; and maintaining disciplined, adaptable planning. “The plan is always wrong, but it’s the best version you have today,” he notes, adding that constant review and alignment with core values are essential for sustainable development. Fuse’s team size—approximately 75 people—is intentionally small for a game of this scope.
Rather than expanding and contracting staff as project needs shift, 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 participate in daily stand‑ups, Slack channels, and even share codebases.
Webster highlights the UK’s mature development ecosystem as a key advantage, noting that today’s studios are eager to collaborate across projects, keeping talent fresh and motivated. According to Webster, this approach demonstrates that a AAA‑level title can be delivered on a more sustainable budget by keeping a lean core team and scaling with trusted partners. The rapid development timeline—just three and a half years from Fuse’s inception to a near‑complete game built on Unreal Engine 5—serves as proof of concept. “We started Fuse in January 2023, and now we have a studio, a team, and a finished product on technology none of us previously mastered,” he says proudly.
Another noteworthy aspect is the infusion of young talent. While several veteran Criterion alumni anchor the project, many of the developers are fresh faces, some even coming from outside the gaming industry. One producer, for instance, had never worked on a game before joining Fuse.
Webster praises this youthful energy, stating that younger staff often bring smarter, more effective approaches than he could have imagined at their age. He believes nurturing junior talent is more beneficial than relying solely on seasoned developers who may prefer minimal interaction.
The studio is even contemplating an intern program to further cultivate emerging creators, though he cautions that such initiatives require significant investment and a clear understanding of the associated costs. Reflecting on the industry’s past focus on “superstar” creators, Webster dismisses the notion that a single visionary can carry a game to success. “That narrative is complete bullshit,” he says.
“Games are built by collaborations of individuals.” He argues that funding should be directed toward strong teams rather than a handful of high‑profile names. Looking ahead, Fuse Games remains flexible. While the launch of *Star Wars: Galactic Racer* marks a major milestone, Webster acknowledges that the studio’s next steps are still being defined. “We’ll be talking to partners about future opportunities, and we have ideas for where we want to go,” he explains.
“As an independent developer, adaptability is key.” In sum, Matt Webster’s journey from EA veteran to indie studio founder illustrates a broader shift in the gaming landscape: niche genres can flourish as the player base diversifies, small‑core teams can achieve AAA ambitions through strategic partnerships, and fresh talent can outpace experience when given the right environment. *Star Wars: Galactic Racer* aims to prove that a well‑crafted, risk‑embracing racing game can still capture imaginations—even in a market that often favors safe, formulaic titles.