My point is extremely obvious actually, I don't know how you didn't get it. A dozen other people apparently didn't either so don't feel bad.
What I'd like to know is how many people are arguing from a position of knowledge that these numbers are reasonable, as opposed to repeatedly and uselessly asserting the ignorance of people arguing the opposite.
FWIW I'm not arguing that the numbers aren't reasonable, but at the same time I don't see how a simple "breakdown" of the costs helps at all, since I'm not in a position to judge the smaller amounts any more than the larger one. And this should be considered a problem for KS projects. On the one hand you have a project like Sui Generis that is making an open world RPG and asked for 150K. And now a similar amount for a single character in an existing game.
Normally, if we were working with nothing but the numbers on the IndieGoGo page, that question would make sense. But this thread was literally started with a link to an article where someone takes those numbers, brings them to people with no stake in Skullgirls who do have significant knowledge about the costs of making 2D fighters, and confirms that they're reasonable. We have links to detailed video breakdowns of the production pipeline for the game, and posts from people who have done work in 2D animation for video games. Just by reading the thread and following a link or two, a layman could leave with a pretty decent amount of knowledge, if they were so inclined.
That's why it seems weird every time someone jumps in making such critical claims about the accuracy of these estimates. That question was answered in part in the OP, and in full elsewhere in this thread.
That said, props to Servbot24 for taking the effort to get a real sense of how labor-intensive this work is. It's much easier to walk away from an internet discussion than it is to put in a few hours of effort to put your theories to the test one way or the other.
Yeah, this did dawn on me while drawing it.
Minor note though, consider that part of that 2.5 hours went into coming up with the design elements. I tried a few different shapes and erased things before landing on that one. Plus, each drawing is going to be based on the drawing that comes before it, which doesn't mean you get to just trace, but you do get a very close reference for your next drawing. So 1-1.5 hours is more what each frame would likely take. That's 3000 hours. Working 12 hour days gives you 250 days. Of course that doesn't count all the problems and redoing that you'll have to do along the way.
Of course I haven't ever done anything like this; RagingSpaniard has. As mentioned above, Capcom has and says this figure seems cheap. So I'm not doubting that the Skullgirls devs are hard working by any means, I'm confident they are very efficient. I'm just trying to wrap my mind around it really.
It's great to see people actively learning because of forum discussions.