QUANTUM BREAK, KEEPING IN TIME WITH MISTIKA: A CHAT WITH COLOURIST JUAN CABRERA
“ | Available for Xbox One and Microsoft Windows users, the story follows protagonist Jack Joyce attempting to save the world with his time manipulation powers. Due to the multiple outcomes of the game over a series of events and time scales, extensive post production work had to take place in order to retain consistency with the story throughout the television show. Juan Ignacio Cabrera is the first, as well as most experienced SGO Mistika operator living in the U.S. and one of the top in the world, who previously worked as a colourist and Stereo 3D Supervisor at the prestigious J.J. Abrams’ production company, Bad Robot and now owns his own studio, LightBender. Juan talks us through how he used SGO’s Mistika to overcome any challenges that Quantum Break’s unique format of television brought to the show’s post production process.
For over a decade I’ve used SGO’s Mistika to work on both 2D and 3D blockbusters across broadcast and cinema, including titles such as Star Wars: Episode VII – The Force Awakens, Transformers: Age of Extinction, Star Trek: Into Darkness, Beneath, The Amazing Spider-Man and Prometheus as well as TV shows such as Chosen and the upcoming StartUp. Working on Quantum Break appealed to me straight away because of its technical challenges. I have three Mistikas at LightBender and we use them for a variety of projects, but this was the first time I’ve worked on such a unique gaming project that’s so different from any other. They started shooting in February last year (2015) and it took approximately eight months to deliver the final cut, using Mistika to review VFX and serve as a hub for conforming and versioning. | ” |