Matt Webster appeared destined for a lifelong career at Electronic Arts. He first joined the company in 1990 and spent nearly twenty years contributing to Criterion, the studio behind Burnout and Need for Speed, before EA acquired it in 2004. In early 2023, however, Webster teamed up with former Criterion colleagues Steve Uphill, Pete Lake, Andrei Shires and Alan McDairmant to launch the independent UK studio Fuse Games.

Three and a half years later the fledgling studio is poised to ship its debut title, Star Wars: Galactic Racer, under the banner of the newly autonomous publisher Secret Mode. Galactic Racer arrives roughly 24 years after the last Star Wars‑themed racing game, 2002’s Racer Revenge, and it does so at a moment when racing games have generally slipped out of the mainstream spotlight. Amazon recently walked away from a publishing agreement with UK studio Maverick Games for the upcoming driving title Clutch, with Amazon Games head Jeff Gattis commenting that the market simply didn’t seem to fit the game. Meanwhile Criterion, once a racing powerhouse, has shifted its focus to the Battlefield franchise.

Despite these signals, Webster remains convinced there is still demand for a Star Wars racing experience. “We clearly think there’s an audience for a Star Wars racing game,” he told GamesIndustry.biz.

“We’re not the only ones who feel that way, and the response we get from people watching our videos and reading our articles suggests we’re not alone.” He points out that genres tend to be cyclical. After a period dominated by shooters, other types of games inevitably re‑emerge. “As more people play video games, even the tiniest niches find a bigger audience,” Webster added. According to Webster, modern players are hungry for "fun, interesting, compelling new experiences they haven’t seen before," and he believes Galactic Racer delivers exactly that.

The studio set out to capture the instant gratification of classic arcade racing while also exploring what’s possible when you’re not limited by real‑world tyres and tarmac. “We have tracks that climb the side of an active volcano,” he explained. “Sometimes it feels like a roller‑coaster.” Beyond the high‑octane thrills, the game deliberately subverts long‑standing racing conventions.

Traditionally, racing titles revolve around collecting cars—a formula that has persisted for roughly two decades. Webster wants to tear that model apart and borrow mechanics from other genres. One major innovation is the introduction of meaningful consequences for crashing. In many modern racers, a rewind button eliminates penalty, but Galactic Racer reinstates risk: too many crashes send you back to the start, though you retain some meta‑progression that puts you in a stronger position.

This creates a tension where each mistake feels weighty, especially when you’re on your final life and must weigh risk versus reward. The design philosophy draws inspiration from roguelike titles such as Hades, Returnal and Slay the Spire—games built around infinite replayability. "Racing thrives on replayability," Webster said, "so marrying it with roguelike loops feels like a match made in heaven." The result is a title that encourages players to experiment, learn from failure, and keep coming back for fresh runs.

Webster acknowledges the crowded release calendar of 2024. Galactic Racer launches on October 6, a comfortable gap before the highly anticipated GTA 6 drops on November 19, yet still close to other major releases like Control: Resonance and Silent Hill: Townfall on September 24. He notes that busy September windows are nothing new; industry veterans recall “Murderers’ Row” periods where October was jam‑packed with high‑profile launches.

Fuse Games approaches this competition with a “healthy sense of confidence” balanced by realistic expectations. “Good games will find a way,” he says, echoing a mantra that has guided him through past industry layoffs. Speaking about the broader market, Webster observes a pervasive aversion to risk that has emerged in recent years.

While this caution can stifle innovation, it also opens opportunities for studios willing to take calculated bets. He admits that founding an independent studio in 2023 was challenging, especially when securing funding.

After 32 years at EA, stepping out of that bubble required a disciplined approach: assemble a talented team, refine a clear creative vision, craft a flexible plan (knowing it will evolve), and stay true to core values. Fuse Games operates with a relatively lean core of about 75 staff—a deliberate choice to avoid the boom‑and‑bust staffing cycles common in AAA development.

Instead, the studio leans on external partners for scalability. This model ranges from transactional outsourcing for asset creation to deep co‑development where external studios participate in daily stand‑ups, Slack channels, and even share codebases. Webster highlights the UK’s mature development ecosystem as a fertile ground for such collaborations, noting that today’s external partners are motivated to work across varied projects, keeping their talent fresh and engaged. The rapid development timeline of Galactic Racer validates this hybrid approach.

Fuse was founded in January 2023; three and a half years later the team has built a studio, assembled a workforce, and delivered a UE5‑powered game despite initially lacking expertise in the engine. Webster describes this as an achievement accomplished in a sustainable manner.

A notable aspect of Fuse’s roster is the infusion of younger developers alongside seasoned Criterion veterans. One producer on the project had never worked in games before.

Webster praises the energy and efficiency of this new talent, claiming it has often outperformed expectations compared with more senior hires. He argues that focusing solely on experienced developers can limit growth, whereas nurturing junior staff fosters mutual motivation and innovation. He envisions an intern program in the future, though he admits the studio is still pre‑revenue and must weigh the costs of talent development.

Reflecting on the industry’s past, Webster recalls a time when successful studios received abundant funding, leading many to spin off their own studios—a path that often proved harder than anticipated. He criticizes the lingering myth of the “single creative visionary” as "bullshit," emphasizing that games are collaborative creations. Looking ahead, Fuse Games remains flexible. While the launch of Galactic Racer marks a significant milestone, the studio is already contemplating its next steps, open to partnerships and new opportunities.

In a market where adaptability is essential, Webster’s blend of veteran insight, youthful energy, and an innovative development model positions Fuse Games to navigate the ever‑shifting landscape of modern game publishing.