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

In early 2023, however, Webster joined forces with former Criterion colleagues Steve Uphill, Pete Lake, Andrei Shires and Alan McDairmant to launch an independent UK studio called Fuse Games. Just three and a half 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. Galactic Racer arrives roughly 24 years after the last Star Wars racing game—2002’s Racer Revenge—at a time when the racing genre has generally slipped out of the spotlight. Amazon recently cancelled a publishing agreement with Maverick Games for its upcoming driving title Clutch, with Amazon Games head Jeff Gattis stating, “we didn’t see a real fit in the market for that game.” Meanwhile, Criterion, once a racing powerhouse, has pivoted to the Battlefield franchise.

Despite these signals, Webster remains convinced there is still demand for a Star Wars‑themed racer. “We clearly think there’s an audience for a Star Wars racing game,” he told GamesIndustry.biz. “We’re not the only ones feeling that way, and the response to our videos and articles suggests we’re not alone.” He points out that gaming trends are cyclical.

“Genres rise and fall. We had a period where shooters dominated, but that’s not the whole story. As more people play video games, even the tiniest niches can find a larger following.” According to Webster, players are hungry for "fun, interesting, compelling new experiences they haven’t seen before," and he believes Galactic Racer delivers exactly that.

Fuse’s vision for the game embraces the instant‑gratification feel of classic arcade racers while also exploring what is possible when developers are no longer bound by realistic tyres and tarmac. “We have tracks that climb the side of an active volcano,” he explains. “Sometimes it feels like a roller‑coaster.” Beyond the thrills, the game deliberately subverts long‑standing racing conventions.

Traditional racers have relied on a car‑collection model for the past two decades; Webster wants to tear that apart and borrow mechanics from other genres. One of the most radical changes is the introduction of meaningful consequences for crashing. In many modern racers, a rewind button eliminates risk, but Fuse wants to bring consequence back.

“If you crash too often, you’re sent back to the start, but you keep some meta‑progression that puts you in a stronger position,” Webster says. “When you’re on your last allowed crash, you really feel the weight of your decisions.” This design philosophy draws inspiration from roguelike titles such as Hades, Returnal and Slay the Spire—games built around infinite replayability.

"Racing thrives on replayability, so marrying it with roguelike loops feels like a perfect match," he adds. Webster acknowledges that launching a new IP in a crowded calendar is risky, especially with blockbuster titles like GTA 6 slated for November 19.

Galactic Racer’s release on October 6 lands comfortably before GTA 6 but still follows other major releases such as Control: Resonance and Silent Hill: Townfall (both September 24). He notes that even historically, October has been a busy month, referencing the old “Murderer’s Row” of releases. Nonetheless, Fuse approaches the market with a “healthy sense of confidence” tempered by realism. “I was always told good games will find a way,” he says, echoing a sentiment that resonates amid the industry’s recent wave of layoffs.

Speaking on those layoffs, Webster reflects on his long tenure and recalls a similar contraction fifteen years ago. “Great teams make great games, and great games find an audience,” he observes. He argues that the industry’s current aversion to risk actually opens doors for studios willing to take calculated bets. “If you shy away from risk, you limit opportunity,” he warns.

Funding, however, has been a hurdle for Fuse. Starting an independent studio in 2023 was met with skepticism: “People were like, ‘you’re brave doing an independent studio now,’” he recalls.

After 32 years at EA, Webster had to adapt his learned principles—building a strong team, refining a clear creative vision, and staying disciplined while remaining flexible. He emphasizes that an engaged, motivated crew is essential for producing outstanding work. Fuse operates with a relatively lean core team of about 75 people, a deliberate choice to avoid the typical “grow‑shrink‑grow‑shrink” cycle that plagues many AAA projects. Instead, the studio leverages external development partners to fill gaps, ranging from transactional outsourcing for asset creation to full co‑development where external studios sit in on stand‑ups, Slack channels and even share codebases.

Webster highlights the UK’s mature game development ecosystem as a fertile ground for such collaborations, noting a shift from reluctant assistance to enthusiastic partnership. He believes this hybrid model—small permanent core plus trusted external partners—offers a sustainable path to AAA‑scale games on a reasonable budget. The rapid development of Galactic Racer showcases the model’s viability: Fuse was founded in January 2023, and within three and a half years they built a studio, assembled a team, learned Unreal Engine 5 from scratch, and delivered a full‑fledged game.

Another notable aspect is Fuse’s infusion of youthful talent. While the studio includes veterans from Criterion, many team members are newcomers, with at least one producer having never worked in games before. “Our young talent is smarter and more effective in many ways than I was at that age,” Webster says, praising the fresh perspectives they bring. He argues that nurturing younger developers is more beneficial than relying solely on seasoned veterans who may prefer minimal interaction.

This philosophy has even prompted Fuse to adjust its hiring strategy toward emerging talent. Looking ahead, Webster hopes to establish an intern program to further cultivate young developers, though he admits the studio is still pre‑revenue. He cites Criterion’s successful internship initiatives as a model and acknowledges the costs involved in talent development.

Reflecting on a period five or six years ago when the industry was flush with cash, he recalls how many “successful” developers received funding to start studios only to discover how hard it truly is. He criticizes the lingering industry fixation on a single “creative visionary,” calling it “bullshit” and insisting that games are always collaborative efforts. As for Fuse’s next steps, the future remains open‑ended.

While the launch of Galactic Racer is just the beginning, Webster says the studio will stay flexible and adaptable, ready to explore new opportunities as they arise. The combination of a bold design philosophy, a balanced team structure, and a willingness to take calculated risks positions Fuse Games to make a lasting impact in a market that is increasingly receptive to niche experiences.