Matt Webster’s career once seemed destined to stay within the walls of Electronic Arts. He first joined EA in 1990 and spent nearly twenty years contributing to the Burnout and Need for Speed franchises while they were under the Criterion banner, a studio EA acquired in 2004. In early 2023, however, Webster, along with former Criterion colleagues Steve Uphill, Pete Lake, Andrei Shires and Alan McDairmant, decided to strike out on their own and establish Fuse Games, an independent studio based in the United Kingdom.
Three and a half years later the fledgling studio stands on the brink of releasing its debut title, Star Wars: Galactic Racer, which will be published by the newly independent label 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 time when the racing genre has lost some of its mainstream sheen.
Amazon recently walked away from a publishing agreement with Maverick Games for a forthcoming driving title called 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 powerhouse of arcade‑style racers, has pivoted to focus on the Battlefield franchise. Despite these market signals, Webster is convinced there remains a hungry audience 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 or reading our articles suggests we’re not alone.” He points out that gaming trends are cyclical: “Genres rise and fall. Shooters dominated for a while, but that doesn’t mean other genres can’t make a comeback. As more people play video games, even the tiniest niches can find a larger audience.” Webster believes players are craving “fun, interesting, compelling new experiences that they haven’t seen before,” and he feels Galactic Racer delivers exactly that.
The team set out to capture the instant gratification of classic arcade racers while also exploring what can be done when you’re 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 high‑octane thrills, Galactic Racer is deliberately challenging long‑standing conventions of the racing genre.
Traditionally, racers have relied on a car‑collection model that has changed little in two decades. Webster wants to tear that model apart and borrow mechanics from other genres. One key innovation is the introduction of meaningful consequences for crashing. In many modern racers, a rewind button eliminates any penalty, but Fuse wants to bring risk back into the equation.
“If you crash too many times you’re sent back to the start, but you keep some meta‑progression with you, so you begin from a slightly stronger position,” he says. “When you’re on your last allowed crash, you really feel the weight of that decision.” The game’s design is also inspired by roguelike principles found in titles such as Hades, Returnal and Slay the Spire. Those games are built for infinite replayability, a quality that meshes naturally with racing, a genre that thrives on repeated attempts to shave off seconds.
By weaving in procedural elements, risk‑reward decisions and a persistent progression system, Galactic Racer aims to create a loop that keeps players coming back for more. Launching on October 6, the title lands a comfortable month before the highly anticipated GTA 6 release scheduled for November 19, yet it still sits amid a crowded autumn slate that includes big releases like Control: Resonance and Silent Hill: Townfall on September 24.
Webster acknowledges the competition but notes that crowded release windows are nothing new. “People used to call September ‘murderer’s row,’ and October was always packed,” he recalls.
“We have a healthy confidence, tempered with a realistic view of how things might turn out.” The conversation then turns to the broader industry climate, especially the wave of layoffs that has swept through major studios. Having lived through a similar downturn fifteen years ago, Webster observes that great teams make great games, and great games find their audience.
He argues that risk aversion is currently stifling innovation, yet that very aversion creates openings for studios willing to take calculated bets. “If you’re not willing to risk, you limit yourself,” he says.
“Those who do take the gamble can capture opportunities that others miss.” Starting a new studio in 2023 has not been easy. Funding proved elusive, and many questioned the wisdom of launching an independent studio in a tough market.
Webster reflects on his 32‑year tenure at EA as a bubble that insulated him from the harsh realities of indie financing. He emphasizes a set of guiding principles: build a strong, motivated team; refine a clear creative vision; maintain discipline while accepting that plans will inevitably change; and stay true to core values.
By adhering to these tenets, Fuse has been able to keep its team engaged and productive. Fuse’s core team numbers around 75 people – modest by AAA standards – a deliberate choice to avoid the boom‑and‑bust staffing cycles common in the industry.
Instead of repeatedly expanding and contracting, the studio relies on external partners to fill skill gaps. This hybrid model blends transactional outsourcing for asset creation with deeper co‑development relationships where outside studios join daily stand‑ups, Slack channels and even the code base. Webster highlights the UK’s mature development ecosystem as a fertile ground for such collaborations, noting that today’s studios are more eager to work together than in the past, when partnerships were often forced by financial necessity.
According to Webster, this approach proves that a AAA‑scale game can be delivered on a sustainable budget when a small, permanent core team is augmented by trusted external partners who share the same values. The rapid development timeline of Galactic Racer – starting in January 2023 and reaching a launch-ready state in just three and a half years – serves as evidence that the model works. Another striking aspect of Fuse’s story is its infusion of youthful talent.
While the studio includes veterans from Criterion, many of its developers are newcomers, including a producer who had never worked in games before. Webster praises this fresh perspective, saying the younger crew often outperforms more senior hires in terms of creativity and efficiency.
He observes that seasoned developers sometimes prefer to work alongside peers who require minimal guidance, but that environment can stifle growth. By nurturing junior staff, Fuse has discovered a source of energy and innovation that outweighs the comfort of senior‑only teams. Looking ahead, Webster hopes to formalize an internship program to further cultivate emerging talent, though he admits the studio is still pre‑revenue and must be prudent with resources. He points to Criterion’s successful intern pipelines as a model worth emulating, while warning that developing talent comes with a cost that must be recognized upfront.
Reflecting on a period a few years ago when the industry enjoyed abundant capital, Webster recalls how many successful developers were handed funding to start their own studios, only to discover the challenges were far greater than anticipated. He criticizes the industry’s lingering fascination with the “single creative visionary” myth, calling it “bullshit.” In his view, games are the product of collaborative effort, not the sole vision of a lone auteur. As for Fuse’s future beyond Galactic Racer, Webster admits the roadmap is still taking shape. The launch is just the first step, and the studio remains open to exploring new opportunities, adapting its strategy as needed.
In an environment where flexibility is essential, Fuse Games aims to stay nimble, leveraging its hybrid development model, youthful talent pool, and willingness to experiment with genre conventions to carve out a lasting place in the ever‑evolving gaming landscape.