After nearly two decades of steering the Burnout and Need for Speed franchises as a cornerstone of Electronic Arts, Matt Webster made a decision that surprised many in the industry. In early 2023, he walked away from the corporate machinery of a gaming giant to co-found an independent venture: Fuse Games. Accompanied by fellow Criterion alumni Steve Uphill, Pete Lake, Andrei Shires, and Alan McDairmant, Webster aimed to prove that the "AAA" experience didn’t require a 500-person team or the slow-moving bureaucracy of a legacy publisher.

Now, just three and a half years after its inception, the UK-based studio stands on the precipice of its first major milestone: the release of Star Wars: Galactic Racer. Published by the newly independent Secret Mode, the title represents not just a return to the beloved, high-speed Star Wars racing sub-genre, but a fundamental challenge to how large-scale, high-fidelity games are built in an era of unprecedented industry uncertainty.


A Chronology of a Departure

The transition from a "lifer" at EA to the helm of a startup was a jarring shift for Webster. Having joined EA in 1990, his identity was inextricably linked to the publisher’s trajectory. However, the formation of Fuse Games in 2023 was a calculated move.

"As more people play games, even the tiniest niches find a bigger audience" – Why Matt Webster is convinced people want Star Wars: Galactic Racer
  • 1990–2023: Webster spends 33 years at Electronic Arts, overseeing the evolution of Criterion Games from an independent entity into a central pillar of EA’s racing portfolio.
  • January 2023: Fuse Games is formally established, with the founders leveraging their deep knowledge of engine technology and arcade-style racing physics.
  • 2023–2024: The studio navigates the treacherous waters of modern game development, securing funding and building a lean, efficient team while mastering Unreal Engine 5.
  • October 6, 2026: The official launch date for Star Wars: Galactic Racer, marking the end of a 24-year drought for the franchise since 2002’s Racer Revenge.

Challenging the "Dead" Genre

For years, the industry narrative has suggested that arcade racing is a dying breed. As Amazon recently shuttered its publishing deal with Maverick Games for a driving title—citing a lack of "fit in the market"—and as former racing powerhouse Criterion transitioned to working on the Battlefield series, the genre has faced significant headwinds.

Webster, however, remains unmoved by the skepticism. "Clearly we think there’s an audience for a Star Wars racing game," he says. "We don’t think we’re the only ones. Genres are cyclical. We went through a phase where shooters ate the world, but as more people play, even the tiniest niches find a bigger audience."

To revitalize the genre, Fuse is looking beyond the traditional "tyres and tarmac" approach. Galactic Racer features vertigo-inducing tracks that defy gravity, such as courses snaking up the side of active volcanoes. More importantly, the studio is borrowing structural DNA from the roguelike genre. By moving away from the stagnant "car collection" loop that has dominated racing games for two decades, Fuse is introducing high-stakes consequences. "In most racing games, it’s hard to have consequences when you’ve got a rewind button," Webster explains. "We’re bringing that consequence back."

"As more people play games, even the tiniest niches find a bigger audience" – Why Matt Webster is convinced people want Star Wars: Galactic Racer

Drawing inspiration from Hades and Returnal, the game encourages replayability through a system where crashing feels meaningful, forcing players to weigh risks in a way that feels fresh and urgent.


The Co-Development Revolution

One of the most compelling aspects of the Fuse Games story is their rejection of the "grow, shrink, grow" cycle that has led to mass layoffs across the industry. With a permanent core team of approximately 75, Fuse has opted to treat external development not as a transactional outsourcing effort, but as a deep, collaborative partnership.

"We’ve proven that this is likely the model for AAA going forward," Webster says. By integrating external partners directly into their Slacks, codebases, and daily stand-ups, Fuse maintains the fidelity and scale of a AAA product on a significantly more sustainable budget.

"As more people play games, even the tiniest niches find a bigger audience" – Why Matt Webster is convinced people want Star Wars: Galactic Racer

This model relies on the UK’s mature development ecosystem. "In the past, other companies helped out through gritted teeth," Webster notes. "That’s changed. Now, you have companies hiring people who are genuinely motivated to work on diverse, high-quality projects. It keeps the industry fresh."


Cultivating New Talent

While the studio is built on the expertise of Criterion veterans, Webster has been vocal about his success in hiring younger, inexperienced talent. In some instances, the studio’s junior developers have outperformed veteran hires.

"If you speak to a wise, seasoned developer, they often want colleagues who just do the job and don’t require interaction," Webster says. "That’s actually not good for them. Nurturing and developing young talent engages and motivates the senior staff as much as it does the juniors."

"As more people play games, even the tiniest niches find a bigger audience" – Why Matt Webster is convinced people want Star Wars: Galactic Racer

This philosophy stems from a broader critique of the industry’s recent past. During the "flush" years of 2018–2022, many studios were built around the concept of a "singular creative visionary." Webster is blunt about this trend: "Some people had a fixation on the singular creative visionary. Which is fucking bullshit. Games are made by collaborations of individuals."


Implications: A Sustainable Future?

The launch of Star Wars: Galactic Racer arrives in a crowded Q4, competing for attention in a year defined by heavy hitters like GTA6. While Webster acknowledges the competitive landscape, he maintains a "healthy sense of confidence."

The broader implications of the Fuse Games model are significant. If they succeed, they provide a blueprint for a more sustainable industry—one that prioritizes:

"As more people play games, even the tiniest niches find a bigger audience" – Why Matt Webster is convinced people want Star Wars: Galactic Racer
  1. Risk Mitigation: Avoiding the "boom and bust" hiring cycles that have plagued AAA studios.
  2. Collaborative Development: Using deep co-development partnerships to maintain quality without massive overhead.
  3. Genre Innovation: Blending mechanics from different genres (like roguelikes) to modernize stagnant categories.

As for the future, Webster remains cautious. "We haven’t made any money yet," he reminds the industry. "We are pre-revenue." However, the studio’s ability to build a team, a new engine workflow, and a high-fidelity game in under four years is a testament to the fact that the "AAA" label is shifting. It is no longer defined by the size of the payroll, but by the efficiency and clarity of the creative vision.

"Good games will find a way," Webster concludes. "And we’re hoping that’s exactly what happens here."

With the industry currently suffering from a widespread aversion to risk, Fuse Games has positioned itself as an outlier. By embracing the challenge of building a AAA experience with a boutique, highly integrated team, they are attempting to prove that the path forward for gaming isn’t just bigger budgets and larger teams—it’s smarter, more collaborative, and inherently more sustainable. Whether Galactic Racer resonates with the masses remains to be seen, but the industry is watching closely to see if this "calculated risk" pays off.

Leave a Reply

Your email address will not be published. Required fields are marked *