Star Wars: Galactic Racer has hit the market with thunderous speed, careening around the track faster than Biddy Blas on a souped-up speeder bike. While we're still waiting for hard numbers, the game's regularly hitting 18,000 concurrent users on Steam on the back of a "mostly positive" rating, and CEO Matt Webster told VGC that sales are "healthy." That means developers are likely already looking to learn how they can replicate such soaring success, and while we encourage all industry professionals to pour their weirdness into characters like the game's breakout star, those looking for more concrete production takeaways should turn to an interview Webster did with the folks over at Gamesindustry.biz.
Specifically, Webster laid out a surprisingly transparent breakdown of how Fuse Games built a "distributed development" model that divided labor on Galactic Racer among the core studio, co-development partners, external development partners, and outsourcing partners. While GI.biz describes this as Galactic Racer being effectively "made by a core team of 75," (the game's credits list about 1,100 professional roles), Webster's explanation of the distributed development model more effectively lays out the labor division.
To understand the three-tiered model, it's best to start with the team "furthest" from Fuse Games: the outsourcers. These are partners who provide specific assets upon request in a series of limited interactions with clear deliverables. "You give a brief, you get an output back, and you integrate it in," Webster told the outlet.
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