Matt Webster’s career once seemed destined to stay within the walls of Electronic Arts. He started at EA in 1990 and spent nearly twenty years contributing to the legendary Burnout and Need for Speed series through Criterion, the studio EA acquired in 2004. Yet in early 2023 he, along 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 three and a half years later the fledgling company is poised to release its debut title, Star Wars: Galactic Racer, under the banner of the newly independent publisher Secret Mode.

Galactic Racer arrives roughly 24 years after the last Star Wars‑themed racing game, 2002’s Racer Revenge. In the intervening quarter‑century the racing genre has generally slipped out of the mainstream spotlight. Amazon recently walked away from a publishing agreement with Maverick Games for its upcoming driving title Clutch, with Amazon Games head Jeff Gattis remarking that the market simply didn’t seem to need another racer. Criterion itself has largely abandoned pure racing in favor of the Battlefield franchise.

Despite these signals, Webster remains convinced that a demand still exists. “We clearly believe there’s an audience for a Star Wars racing game,” he told GamesIndustry.biz. “We’re not the only ones feeling that; the response we get from our videos and articles suggests we’re tapping into a broader desire.” Webster points out that video‑game genres tend to be cyclical. After a period dominated by shooters, other styles inevitably resurface.

“As more and more people play video games, even the tiniest of niches find a bigger audience,” he explains. He argues that players are hungry for "fun, interesting, compelling new experiences that they haven’t seen before," and he feels Galactic Racer delivers exactly that fresh angle. The design philosophy behind the game embraces the instant‑gratification feel of classic arcade racers while also asking, “What could we do if we weren’t limited by tyres and tarmac?” The answer, according to Webster, is tracks that climb the side of an active volcano, courses that behave like roller‑coasters, and other over‑the‑top set‑pieces that would be impossible in a realistic simulation.

Yet the ambition goes deeper than spectacle. Webster wants to upend long‑standing racing conventions, especially the static car‑collection model that has persisted for two decades.

“Let’s rip that up and steal from other genres,” he says. One of the most radical departures is the introduction of meaningful consequences for crashing. In many modern racers a rewind button erases mistakes, but Galactic Racer restores risk: too many crashes send you back to the start, though you retain a sliver of meta‑progress that makes the next attempt slightly stronger.

This risk‑reward loop is inspired by roguelike titles such as Hades, Returnal and Slay the Spire, games built around infinite replayability. "Racing thrives on replayability," Webster notes, "so marrying it with roguelike mechanics feels like a match made in heaven." The consequence system forces players to weigh every maneuver. When you’re down to your final crash and the systems are critical, you feel a tangible tension that can change how you approach the next lap. This design choice is a deliberate move away from the hand‑holding that has become commonplace in AAA releases, and it reflects Webster’s belief that standing out in a crowded market requires boldness.

Timing the launch is another strategic consideration. Galactic Racer is slated for October 6, positioning it a comfortable six weeks before the highly anticipated GTA 6 release on November 19, yet after other major titles such as Control: Resonance and Silent Hill: Townfall, both arriving on September 24. While some industry observers warn that September is a busy window, Webster recalls older eras when October was the true "murderers’ row" of releases.

He acknowledges the competition but says Fuse Games approaches it with a "healthy sense of confidence" tempered by realism. “Good games will find a way,” he says, echoing a mantra that has guided him through industry upheavals. Speaking of upheavals, Webster reflects on the wave of layoffs that has swept the sector.

Having lived through a similar contraction fifteen years ago, he observes a pattern: 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 developers willing to take calculated bets. “If you’re not making the bets that perhaps you were, you’re limiting opportunity,” he warns.

Launching an independent studio in 2023 has not been without its challenges, particularly when it comes to funding. After three decades at EA, Webster found himself stepping into an unfamiliar world where investors questioned the wisdom of starting a new studio. He emphasizes a set of guiding principles: assemble a talented team, refine a clear creative vision, maintain disciplined planning (while accepting that plans will inevitably be imperfect), and constantly review and adapt.

Engaged, motivated talent, he argues, is the engine that drives great games. Fuse Games remains relatively small for a project of AAA scope, hovering around 75 core staff. This size is intentional; the studio avoids the typical "grow‑shrink‑grow‑shrink" cycle that plagues many large developers.

Instead, Fuse leans on external partners to fill skill gaps, treating outsourcing as a transactional asset pipeline and co‑development as an extension of the internal team—complete with shared stand‑ups, Slack channels, and code repositories. The United Kingdom, with its mature development ecosystem, proves especially conducive to this collaborative model. Companies that once guarded their IP fiercely now readily partner on diverse projects, keeping their workforce fresh and enthusiastic.

Webster believes this hybrid approach—small permanent core plus trusted external collaborators—offers a sustainable path to AAA‑level quality without the bloated budgets that have historically plagued the industry. The rapid development timeline of Galactic Racer underscores this point.

Fuse was founded in January 2023, and just three and a half years later the team has built a studio, assembled a team, and delivered a full‑scale UE5 title despite initially knowing little about the engine. "It feels like an achievement, and we’ve done it in a healthy, sustainable way," he says. A notable aspect of Fuse’s culture is its blend of veteran expertise and youthful energy.

While several Criterion veterans anchor the studio, many younger developers have been brought on board, including a producer who had never previously worked in games. "The young talent we’ve got is smarter and more effective in many ways than I was at that age," Webster marvels. He observes that seasoned developers often prefer senior colleagues who can work independently, which can stifle mentorship.

In contrast, nurturing junior staff not only motivates the newcomers but also energizes the seniors, creating a virtuous cycle of growth. Looking ahead, Webster hopes to formalize an internship pipeline, drawing inspiration from Criterion’s successful programs. He cautions, however, that Fuse is still pre‑revenue; no profits have been realized yet. Nonetheless, he believes that investing in talent development will pay dividends in the long term, even if it requires upfront costs.

When reflecting on the industry’s past excesses—when lucrative projects spawned countless spin‑off studios that later struggled—Webster criticizes the fixation on a singular "creative visionary". He calls the notion "bullshit," insisting that games are fundamentally collaborative endeavors. "Unless you’re a solo developer, games are made by collaborations of individuals," he affirms. As for Fuse’s next steps, Webster admits the future is still being charted.

The launch of Galactic Racer is just the beginning, and while the studio has ideas for subsequent projects, independent developers must remain flexible and adaptable in an ever‑shifting market. He remains optimistic, confident that the blend of bold design, a balanced team structure, and a willingness to take measured risks will position Fuse Games for continued success.