Interview
with Nick Hower of Kitchen Sink Studios
Kitchen
Sink Studios is a full service architectural rendering firm based
out of Phoenix, Arizona. Founded by Nick Hower and Kory Kapfer, Kitchen
Sink Studios has grown to become one of the top firms in Phoenix in
only a few short years.
CGA: Could you introduce yourself, tell us about your background
and how you originally became involved with computer graphics and
the architectural industry?
NH:
My name is Nick Hower
..and my business partner's name is Kory
Kapfer. After graduating from the University of Arizona (Bachelor's
of Landscape Architecture, '93) I headed up the computer animation
studio at the largest architecture firm in Arizona (Cornoyer-Hedrick,
Inc.). Kory and I quickly cultivated the studio before branching
out on our own in 1999
| |
 |
 |
 |
|
| |
Aquarena
Click to enlarge |
Barron
Collier Center
Click to enlarge |
Barron
Collier Center
Click to enlarge |
|
.
CGA:
Can you tell us how Kitchen Sink Studios was started?
We always feel that the best presentations are created from strong
design concepts. There was always a conflict of interest for us
to be involved with any other design teams besides the one firm
we worked at. We wanted to take our product to the next level. We
were able to make a seamless transition from our existing jobs into
a new business through a high-interest loan (local investor/client).
The most important challenge during the first year was to stay focused
on adding to our client base and getting paid in a timely fashion.
We were able to pay off the loan on our one-year anniversary of
being in business!
CGA:
What is the primary focus Kitchen Sink Studios?
While
we got our start creating animation and still imagery for the architectural
and development community, we see ourselves expanding into other
markets that we feel could really use the services of our company.
The legal and educational industries are the two largest markets
we are currently getting into.
| |
 |
 |
 |
|
| |
Barron
Collier Center
Click to enlarge |
Biltmore
Golf
Click to enlarge |
Biltmore
Golf
Click to enlarge |
|
| |
 |
 |
 |
|
| |
Hayden
Ferry Lakeside
Click to enlarge |
Hayden
Ferry Lakeside
Click to enlarge |
Hayden
Ferry Lakeside
Click to enlarge |
|
CGA:
What sets Kitchen Sink Studios apart from the rest, and how are
you pushing the architectural visualization envelope?
We
feel it is our job to always be researching, testing, and exploring
new technologies that could help us help our clients. Sometimes
it comes in the form of and entirely new service we can provide
or something that streamlines our production process. In either
event, our clients benefit. We also feel that we provide more than
just a computer generated image or animation. All of us here have
backgrounds in design, architecture, and marketing as well as the
digital arts and that allows us to put together complete and useful
productions for our clients. A picture is "worth a thousand
words" so being able to clearly demonstrate the design through
multiple senses such as physical interaction, audio, and video brings
the presentation tools full-circle. We also see the value of contracting
with specialized talent. We have great contacts with talented designers
for specific projects so that if need be, we can bring them on to
add more value yet!
CGA:
Could you tell us a little but about your team?
Our
studio is comprised of several key members. Kirsten Lewis has a
strong background in marketing strategies and networking. She heads
the business development side of things and keeps the team focused
on new target markets. Sean Looper has a background in Architecture
(Arizona State University) with a concentration in animation, audio
production and video-post production. He is indispensable for research
and development as well as contributing to multiple projects artistically.
Mike Heuschele specializes in texturing, lighting and modeling with
interest in rendering technologies, gaming and architecture. Kwok
Ke Or is artistically talented, while specializing in complex modeling
and interactive media. Marc Cattapan received his training for interactive
media from Sheraton in Toronto in addition to a Bachelor's Degree
in Film and also has great talent in writing music.
| |
 |
 |
 |
|
| |
Phelps
Dodge Tower
Click to enlarge |
Phelps
Dodge Tower
Click to enlarge |
Tosco
Headquarter Phase II
Click to enlarge |
|
CGA:
What type of timelines do you normally have to deal with?
Although
we've delivered images within hours, our average turn-around time
for a project that has animation, still imagery, and an interactive
CD-ROM/DVD is around 4-6weeks. Everything we do is totally customized
to the clients specific needs so there really is no 'off the shelf
timeframe/price'.
CGA:
How do you typically divide a project up when you go into production?
It's in layers according to an in-house schedule: Modeling, texturing,
lighting, rendering, compositing, audio recording and mixing, and
creation of interactive environment. We break up the stages and
workload depending on who is available and who may specialize in
a particular area. It seems to work best like that as opposed to
having a formula that is never to be broken.
| |
 |
 |
 |
|
| |
Artisan
Lofts
Click to enlarge |
Artisan
Lofts
Click to enlarge |
Artisan
Lofts
Click to enlarge |
|
CGA:
Can you walk us through a typical day at your firm?
Hectic! Ever changing. We love it that way. We don't want to do
the same thing everyday for the rest of our lives. It is by our
philosophy of pushing ourselves to do better then we were yesterday
that we attribute our lack of rest. If we are comfortable then eventually
the work we do will suffer. Aside from that, we like to have fun
with our work. Our studio is an open environment and it operates
more like a small family than anything else.
CGA: I have heard some tell me that architectural computer graphics
is a dying fad and that architecture will cease to be marketed with
CG imagery. What is your reaction to this?
I suppose that anything is possible but I can't image it in my lifetime.
The use of the computer simply offers too many possibilities for
it to just go away.
| |
 |
 |
 |
|
| |
Lofts
on Central
Click to enlarge |
Lofts
on Central
Click to enlarge |
Lofts
on Central
Click to enlarge |
|
CGA:
What software and hardware are you using, and why have you made
those choices?
As
I'm sure with most studios we use a multitude of products. In terms
of hardware we are primarily a PC based company but we do also utilize
the Mac. All of our workstations are dual processors with 1 to 2
gigs of memory and high quality graphics cards. We also have audio
recording and mixing hardware for voice as well as music. CDROM
and DVD burning in small quantity is also done in house as well
as a render farm. Software is pretty much the same story. Our primary
packages are 3D Studio Max, Photoshop, After Effects, Director,
Flash, and DVD Studio Pro. We use many other packages for various
tasks but those would be the essentials.
CGA:
What do you feel has contributed the most to your studio's success?
The
fact that we are our own worst critics and truly want to do the
best work we can is our cornerstone. We also want to give our clients
the best value for their money. Animation of every room in the house
'so to speak' isn't always necessary. Showing and doing enough to
do the job perfectly is the optimal scenario.
CGA:
Which project(s) are you most proud of and why?
As
a studio, we are always most proud of the projects that were the
most challenging and had the most hurdles to jump. We created an
interactive DVD for The American Heart Association that covered
the gamut on everything we do. It was in conjunction with the Arizona
campaign "tumor causing, teeth staining, smelly puking habit"
in the fight against the use of tobacco. We created many DVD quality
animations that were medical in nature, narration in English and
Spanish, and sound effects and music in 5.1 Dolby Digital surround
sound. It was quite the rewarding project. There are others we're
proud of but I don't want to bore everyone.
| |
 |
 |
 |
|
| |
Lofts
on Central
Click to enlarge |
Lofts
on Central
Click to enlarge |
Casa
Del Sueno
Click to enlarge |
|
CGA:
What were some of the challenges that you ran into while working
on the project?
Render
time was an enormous challenge. Our scenes became so complicated
with volume lights, raytraced materials and geometry that a 30 minute
frame time was commonplace. Its not bad if are only doing a still
but we had close to 54,000 frames by the time it was done! Currently,
we are in the first stages of assembling a compact render farm to
alleviate some of the computing pressures.
CGA:
What do you find most rewarding about the work you do?
The
most rewarding aspect of what we do is that we truly love our jobs.
We work in an open and creative environment and most importantly,
our clients appreciate what we do for them and they are great to
work with as well.
CGA:
Who has influenced your rendering style or techniques the most?
Our
style has sort of developed on its own from day one. Techniques
change weekly. Recently, we have been pursuing methods of rendering
and treatments that help to 'soften' the look of our work. We find
that architects specifically enjoy seeing computer-generated imagery
that feels hand-drawn or at least appears organic in nature. On
the opposite end of the spectrum, we also have pushed ourselves
to explore the possibilities out there for photo-realistic rendering,
lighting, and texturing. There is a growing appreciation for the
appearance of reality in renderings and we feel this experience
also aids in our broadcast and potential film work where realism
is often crucial. I really can't name people or companies but there
are a growing number of websites that showcase some pretty incredible
work.
| |
 |
 |
 |
|
| |
Casa
Del Sueno
Click to enlarge |
Highland
Residence
Click to enlarge |
Highland
Residence
Click to enlarge |
|
CGA:
Where do you see the future of architectural rendering, and how
will new rendering technologies affect the future of Kitchen Sink
Studios or the industry for that matter?
I see
it getting better and better and I see better and better software
being created at very reasonable prices. This will raise the bar
on a general level so a company like ours will have to continue
to adapt and grow as well. Technology moves too quickly to get comfortable
in what you are doing. When your next door neighbors kid shows you
animation he did at home and it rivals yours, it's too late to decide
you better upgrade your software! As a whole I think it strengthens
our industry. It might push us harder than we like sometimes but
it also ensures the acceptance and demand for better, faster, and
more innovative work. Eventually, the only differentiating factor
between most companies will be the creativity and artistic talent.
The software and hardware will make everything else child's play.
As long as we stay on top of things and do our jobs, we will come
out ahead.
CGA:
What do you feel are the limitations of current rendering technology?
Horsepower.
The software always seems to be ahead of the hardware. Every time
we get a new machine we think nothing could choke it but we always
do. Getting new hardware makes us bolder in the creation of our
scenes so we produce better looking work but it still takes just
as long if not longer!
| |
 |
 |
 |
|
| |
Merrion
Square
Click to enlarge |
Merrion
Square
Click to enlarge |
Merrion
Square
Click to enlarge |
|
CGA:
What tip(s) can you give our readers to improve their architectural
renderings?
Lighting
has always been something in my eyes that can give the biggest boost
to the final product. If you don't know how to use light and shadow
well it will always hurt you. Textures are also a big sign of an
inexperienced animator or a rushed job. If it tiles its not good
enough! Repetition must always be avoided. Plants, people, cars;
should all be modified in some way if used repeatedly in an image.
We have a tutorial section on our website with a few more in-depth
discussions. We try to put more up as often as possible.
| |
 |
 |
 |
|
| |
Merrion
Square
Click to enlarge |
Multi-Family
Housing
Click to enlarge |
Multifamily
Housing
Click to enlarge |
|
CGA:
What do you not like to see in computer generated architectural
work?
Lack
of good shadow and poorly masked landscape.
CGA:
What is in the future for Kitchen Sink Studios?
Longevity hopefully! I love the idea of an additional studio somewhere
in the world. We shall see!
CGA: What is your favorite link to visit on the web?
www.cgarchitect.com
of course!
I visit most of the main software package website on a regular basis.
Discreet, Adobe, etc. Some of the rendering sites are great too
like highend3d, CG Channel and Illumenal. There are tons of sites
like this but they are good for keeping you humble and inspired.
CGA: Which/What web based resources that you have found the most
informative?
http://www.illumenal.com/
http://www.steinberg.net
http://www.3dcafe.com
http://www.trinity3d.com
http://www.deathfall.com
http://www.highend3d.com
|