Skullgirls Characters Cost $250k Each To Create; Here’s Why Squigly Is Cheaper

By Ishaan . February 25, 2013 . 12:30pm


Skullgirls development team, Lab Zero Games, are adding a new character to the game’s playable roster, and they need $150,000 to fund her development. The character in question, Squigly, is about one-third complete thus far, and if the funding goal is reached, she will be released as free DLC on all platforms for a limited time. Physical rewards are being offered to contributors of a certain level as well.


$150,000 for a single character in a fighting game sounds like a lot of money, but it’s actually significantly lower than most fighting games, and even previous Skullgirls characters, according to Lab Zero. We’ll talk about that in a second. First, here’s a breakdown of the total costs that will be required to see Squigly through development:


  • $48,000: Staff Salaries – 8 people for 10 weeks
  • $30,000: Animation and Clean-up Contracting
  • $4,000: Voice recording
  • $2,000: Hit-box Contracting
  • $5,000: Audio Implementation Contracting
  • $20,000: QA Testing
  • $10,000: 1st Party Certification
  • $10,500: IndieGoGo and Payment Processing Fees
  • $20,500: Manufacturing and Shipping Physical Rewards


Siliconera got in touch with Lab Zero CEO, Peter Bartholow, to ask if he had any idea how much characters for other fighting games cost to develop on average.


Costs differ depending on the developer, and whether the game is 2D or 3D, Bartholow replied, but added: “We’ve heard rumors that Street Fighter IV characters cost more than $1M each.”


He elaborated: “For comparison, though, the core Skullgirls characters cost between $200-250k to create, and we have it on pretty good authority that is actually quite cheap, especially for the amount of animation we put into our characters. Seth Killian isn’t with Capcom any more, but if you reach out to him he should confirm that $150k (especially when you consider that 2/5 of that cost is bureaucratic) is insanely cheap.”


By this, Bartholow means that 2/5 of the $150,000 goes toward simply acquiring the necessary funds and the release of the DLC itself. As the patch for Squigly will need to be tested and submitted on its own—as opposed to a bunch of characters being submitted together as part of the full game—this actually theoretically makes her more expensive to develop than the previous characters, since Lab Zero will be taking these costs on themselves.


“When you’re funded by a publisher you don’t need to allocate large amount of money for testing, submission costs, and physical reward items,” Bartholow shared. “There are no reward items, of course, and the publisher handles the testing and submission costs themselves.”


So, the average Skullgirls character costs $200-250k to develop, but Lab Zero are asking just $150,000 for Squigly, even though she should theoretically cost more to develop, since they’re taking submission costs on by themselves. Why is that? Because the development staff took voluntary pay-cuts in order to increase the chances of her release, according to Bartholow.


“The main thing we did was just take pay cuts,” Bartholow revealed. “The price was also lowered from previous characters a bit just because she was already partially completed when we were laid off. Since a lot of the other things involve contractors and our contracting rates are already on the low side, it wasn’t really possible to get those any lower.”


Without the additional expenses, Squigly’s development costs could have been lowered even further, down to $90,000, according to Bartholow, who came up with the budget for the character himself. The additional $60,000 comes from QA testing, submission, contributor payment processing fees, and manufacturing physical rewards—the last four items on the budget breakdown provided above.


Should the Skullgirls community go above and beyond the $150,000 in contributions, and reach $375,000, Lab Zero games will create another character for the game—Big Band, who would be Skullgirls’ first male character. The budget for Big Band is $200,000—higher than Squigly’s $150,000.


“That includes all of those unavoidable bureaucratic costs,” Bartholow explained to Siliconera. “IndieGoGo/Paypal’s take would be more because it’s a percentage, and we’d need to give away more goods to make that happen, too. But the main increase is that we expect him to take 4-6 weeks longer to develop because no work has been completed on him at all.”


You can keep track of and contribute toward the campaign to fund Squigly and Big Band’s development on the IndieGogo Skullgirls page.


Read more stories about & & & on Siliconera.

  • That sounds ridiculous.

  • DuskSharkEX

    Holy shit, that’s a lot of money to create one character.

    • Rohan Viajar

      I know what you mean. my eyes sure are opened now.

    • samael789

      Seth Killian said on Twitter (I can’t link it for some reason) that it’s much, much more for one character in games he’s been on the team for (all dem Capcoms, PlayStation All-Stars)

  • Curan_Altea

    I never realized just how expensive it was. I knew it was a lot of work but…. Jeez.
    I’ll be sure to help out. I love Skullgirls. It deserves a lot of support.

  • James Reilly

    Wow over 50k under 4 hours. NICE!

    Also FYI, thats dirt cheap to make each fighting game character. The AAA Fighter games characters each cost on average 500k-1.2 Mill each

    • Shane Guidaboni

      How is that possible?! Are you telling me AAA 2D fighting games cost (assuming a full cast) somewhere between 10-20 million to make?

      • Exkaiser

        For just the characters? Sounds fairly on-base.

      • James Reilly

        Correct. What is 10-20 Million if they make roughly 40-60 million after third party cuts such as the SFIV example. After They made such Profits they could invest for “Super” and eventually “AE”. Rest is history. I imagine SfxT was much cheaper since they can just recycle alot of the animations they made before

        • Shane Guidaboni

          Wow. I never realized games cost that much to make, especially fighting games. Fighting games must be on the cheap end of the gaming cost spectrum.

          • Mr. X

            It takes SNK 16 months to create 1 character Imagine how much that costs.

          • JustThisOne

            Oh my. New levels of respect for SNK. Thanks for posting this.

          • Mr. X

            It is crazy how much work they’re willing to put in to keep that sprite look for HD. And they, sadly, seem to always be close to failing as a company.

          • JustThisOne

            …. Which I hate! Seriously, why isn’t KoF higher up in the charts? Admittedly, I’m not a serious fight-gamer, but it seems like one of the higher quality fighting games out there. Great art, versatility in characters, three-man teams… SNK really deserves more popularity, and I really wish they were more well off.

            Anyway, I digress. This is supposed to be about skullgirls. xD

          • Mr. X

            I think it’s their other business ventures failing, not the FGs.

          • Shane Guidaboni

            If you watched the KOFXIII finals during EVO2012, you would see how hype people were for that game. And it’s making a return for EVO2013 so it’s definitely gaining in popularity.

        • Wait… so how in the hell can Fighting games that sell under 1 million copies earn a profit? How in the hell can games like Blazblue or Guilty Gear survive if their games don’t sell under the 1-2 million copies!?

          • blembot4000

            with blazblue and guilty gear u gotta consider the arcades as well since they are really popular in the east

      • Nick Motrich

        I’m fairly confident that figure is regardless of the character’s dimensionality (unless you’re talking about the gameplay camera and not the characters being polygonal). The majority of successful fighters are CG today, and CG costs more to make for a myriad (and some arbitrary) reasons.

  • Jordan Ortiz

    Much rather have a new game with no extra characters if it cost that kind of money.

    • Wilynumber13

      Wouldn’t a new game with no new characters be the exact same game that we currently have?

      • Victoria Guevara

        *recalling whole road from Slash to Accent Core Plus R*
        No, actually it wouldn’t.

  • TiredOfMyOldUsername

    250K each character ???
    I don’t know if it’s true or not, but i find it hard to believe that.

    • Asura

      Maybe you should read more than the title before making beliefs happen in your head then.

  • Xalsunwolf

    Damn. Dedication takes a hell of a lot of work. And then some.

  • 2000 dollars just to have the hit-boxes placed? D:

    • And tested and tweaked against every other character in the game. :P

      • That sounds more like QA Testing which is a separate category, though.

        • TrevHead

          QA is a two way process though, if they have to go back to the drawing board and make revisions they still need the staff onhand to make those adjustments.

  • David Bruno

    How much would it have cost to include an in-game move set? ;P

    • AkuLord3

      the game has a in-game moveset…the lastest patch added that : P. Mind you its on the Ps3 version, which the 360 version will get soon…whenever Mircosoft decides to stop being stupid and take it

  • It takes 8 people to create a new character? I find that hard to believe. I have this old book “Japanese Game Graphics” that talked about Soulcalibur 2 development and how one person would work on 3 or so characters, although to be honest I can’t remember if it was just modeling, animation, or both.

    Don’t get me wrong though, I have nothing but respect and admiration for the Skullgirls crew. This is exactly how DLC should be handled. Not cutting it from the original release and selling it day-1, but taking user feedback and selling it when the game starts to get stale.

    • Soul Calibur 2 is a 3D game, Skullgirls is 2D. 3D modeling and 2D illustration are two fundamentally different development styles, so if you are skeptical because of the listed team members, just realize that your skepticism is coming a bit off base here.

      Also worth noting is that Soul Calibur 2 is a non-HD game, Skullgirls is HD, etc, etc.

    • TrevHead

      I believe those figures, 2D art costs a shitload to produce that’s one of the reasons Capcom jumped to 3D, plus SG has a ton on animation in it, all hand drawn with no shortcuts like rotoscoping, or jazzed up renders.

      Add in to the fact it’s a competitive game and every little thing gets so much more complicated and time expensive.

      Remember it’s $119k not $150 as $31k is costs for running the fundraiser.

    • Makr0ss

      That’s 8 people who work on “the team”. They have to coordinate all the contract people they hire to certain task, and that’s included for instance in the section “Animation & Clean Up contracts”. So yeah, isn’t done by just 8 people.

  • Ni

    Wow that’s expensive as hell o_o
    *look at TTT2 character select screen on the background* HOLY SHIT D:

  • I find the cost of development to be ridiculous. I mean look at this, $4,000 for voice recording? No one’s voice is worth that much, NO ONE’S. A-list star? Famous/popular voice actor? You are not worth it.

    I mean, with costs like that, its no wonder NISA’s dubs have the bare minimum of voice acting. In fact, all of it sounds ridiculous…not a single cost there sounds even slightly justifiable. If I were a company, I’d drop it, that’s stupid.

    • zferolie
    • Ugh, you made me log in just to say this:
      Voice acting= Voice actress + studio rental + sound engineer + mixing/mastering + editing. The lion’s share is just the studio rental.

      • M’iau M’iaut

        Yup, VAs have long been willing to do their ‘part’ on the cost side. Actors in a union have scales required by contract. It doesn’t happen as much now that the money is better, but the reason many had 2-3 different credit names was so they could wink and nod at the union contracts and still pay their bills.

      • Barrylocke89

        Are long-term voice acting contracts a popular thing in the VA industry? For example, an agreement between a company and a VA that’s being hired out for multiple games over a certain period of time, perhaps with the Actor/Actress agreeing to work for reduced rates, in exchange for being garunteed to take a role within a certain amount of productions within a certain period of time?

        Because if so, that would make things like “LOL, Laura Bailey’s in everything!” make a lot more sense to me.

        • M’iau M’iaut

          Possible but for all the grief people give for English VAs playing the same roles and doing the same things, look at the JP cast of Persona 4. Rie is the tsun tsun idol star, Yui Horie the genki best friend, Ami Koshimizu the ice princess and Kappei Yamaguchi played Kappei Yamaguchi in a bear suit. You can’t get more by the numbers than those castings.

          There was actually a move a time back to match ENG VAs with JP VAs of similar range and voice. If you have an artist who does a range and voice well, of course she’s going to find work in lots of places.

        • Alexander Marquis Starkey

          That would require to know if the sequel of a game is going to done or not. Most games don’t have sequels planned to go into development/localisations until they know if the previous game did well enough to justify a sequel. If they are contracted out, they are contracted for however many sessions are need to do all of a character or characters’ voice audio for that project.

  • We aren’t even at the cmd script files, cns files, all the several state variables with differing properties, preset stats, pallete swaps, and don’t forget hit sparks either. Puh hitboxes? Wait till you meet their cousin hitbox collisions. Extra animations, animation group sets, frame rate per sprite, and so on. I could keep on going.

  • zferolie

    It’s only been 6 hours guys and they are already past the halfway point for Squigly. This is amazing. I never thought it would raise THIS quickly.

  • Herok♞

    Wow if fighting game characters cost that much to make I will never complain again about not getting many new characters in an update or about the price of character dlc. also once a character is made can they just use the same assets for the next game or do they have to start from scratch?

    • zferolie

      Most of the time they can reuse assets, unless they are using a new engine that makes that impossible. See how Capcom reuses as much of the SSF4 characters in SFxT?

      • The basic character model along with textures is just about the only thing that’s re-used. Everything else, including hitboxes, stats, parameters etc. needs to be done from scratch for each game, and tested against every other character in the game.

        Modeling and texturing can be time-consuming, yes, but they’re also the least labour-intensive parts of creating a fighting game character when you take into account the constant balancing and tweaking that needs to be done.

        • TrevHead

          Yup CAVE have once or twice mentioned how much it costs to make and playtest their 2D shmups, and it ain’t chump change.

          I think most ppl used to content rich AAA games and bedroom made indies just don’t understand how much extra time and effort is spent tweaking a top notch arcade game

        • Barrylocke89

          I’m not familiar with fighting games and their DLC, but when a new character (especially one who wasn’t originally being planned for during the initial production of the gmae) is created and implemented into a game, does the team often retweak the other characters and how they balance up to ensure that the new character is able to fit into the game in a solid way?

          Because if so, I can easily see how a DLC character might come up to the same price (if not more) to create, since even though some things like character models might be reused in the creation of the character, they’d still have to rebalance every other character just to make sure that the new guy works well.

        • Alexander Marquis Starkey

          And even then, character models can be modified or redone for whatever reason, as SF x T needed a new rendering engine, and a lot the textures were more than likely modified.

  • Damn! That is a lot of money, but I enjoy the game very much so it’s worth it =^_^=

  • Sebastian Lothian

    I understand why Capcom would choose to make certain characters downloadable a little bit more now.

    • Asura

      You mean “MONEY!” never came to your mind prior to this? Wow. Just wow.

  • ShawnOtakuSomething

    They pretty much broke it down

  • Serpenter Rex

    Wow… If I had all that money, I’d donate it gladly. Sadly, I can only give what I do have. I hope this all goes well for them – The teams had a hard time, but it seems like they put a lot of love and passion into what they do. I wish them the best.

  • Guest

    just a little question, will the new character be free? Or it is another project that is 100% profit with 0% risks?

    • Free for a limited time. And what the hell is 100% profit with 0% risks supposed to mean? The developers taking pay-cuts isn’t a risk?

    • Ni

      Free for three months after that you’ll need to pay to get her on the store

    • Makr0ss

      Is going to be free for 3 months. So if you have the game, you can download her for free in that period of time and you keep her forever. After those 3 months, the price changes to $5us.

  • Sylveria

    What concerns me about this information is how many people now saying they wont fault Capcom when they cut characters to sell as DLC or have on-disc DLC. Just because making a game is expensive, which that shouldn’t be some big revelation to anyone, doesn’t mean you should just give companies a pass when they try to exploit you.

    • You’re unhappy that people are a little more educated about how games are developed now, and are willing to be a little more understanding of their hurdles because it means you won’t be able to whine any longer? Bravo.

      • Sylveria

        God you’re going out of your way to be smug and obnoxious today. Did I say I was unhappy? Did I say I’m against people being educated? Did I say I don’t want people to understand how games are made and their costs? No, stop putting words in my mouth. I said I’m CONCERNED that people are seeing these numbers and suddenly thinking that exploitative business practices are okay just because individual pieces cost more than they originally thought.

        Way to miss the point and be a giant tool in the process. Bravo. But I know how this site just loves Capcom, I should have expected no less from you.

        Wish I could block people on Disqus so I didn’t have to deal with this kind of bullshit harassment from Mods of all people.

        • M’iau M’iaut

          Yet someone learning the actual costs to companies might now not see a $5-10 cost as ‘exploitative’. Just because you still get angry doesn’t mean everyone will.

          Why do you continue to bring Capcom into every talk? This is a small group of devs informing its fans the true cost of providing those fans something. And then asking those fans a simple question — how badly do you wants that precious?

        • Follower_of_Pram

          Considering the vast difference in money made by Capcom and this company, on disc DLC is a rather jerkish business move. Heck, I spend the money on every Disgaea game to have Pram (ignore different game genre and all that). You don’t have to have on disc DLC to do DLC well.

          As sad as it is to say, try to not let people misinterpreting you get ya down too much. The internet is rather notorious for it, and common sense is somewhat dead. ‘^’

        • TrevHead

          I’m not into modern Capcom fighters but imo there a big difference between a £40 retail game and a 1200msp XBLA / PSN game.

          There’s only so much content they can give you for that price, I just wish those ppl who compare it against full priced FTGs would remember that.

        • You made a stupid comment and I called you out on it. If you want to point fingers at people but don’t like it when someone else points them at you, then maybe you shouldn’t be in these discussions. :P

          • Follower_of_Pram

            You kinda started a discussion with him by insulting him. What did ya expect Mr. Mod…

            In regards to M’iau, I’ve seen Ishaan bring in Sony to Nintendo talks rather often, so that sounds kinda hypocritical. Just seems like there is some unnecessary bad blood in here.

      • Asura

        It’s not exactly a hurdle when you have the money to complete the character but make the decision to withhold them on purpose when they are nearly/already complete before the game is released. What a bloody stupid comment Ishaan; instead of telling others to use their brain, maybe you wipe the dust off yours, neh?

  • TheDarkEmpress

    48k for 8 people @ 10 weeks.

    So that’s 6k per person…over 10 weeks…

    That’s $600 a week…that aint shit. Stop saying this is alot of money people. Has anyone ever even considered running their own business? You’d throw up at the overhead costs/taxes/etc. Don’t knock the price, you’re getting a steal on this one.

    • Mr_SP

      Definitely. I mean, until they mentioned that they took pay cuts, I was thinking “my god, they make *that little money*!?”

    • puchinri

      As a part-timer in retail (and heavens forbid they make anyone full-time), that is a lot of money to me. But when you’re actually in a more professional side of an industry, yeah, that stops being a significant amount.

      I wonder what the comparisons are like between teams (for those working on Skullgirls vs SF, etc).

  • Derek E Nay

    Got to love the design of the characters

  • Christopher Nunes

    Wow… so that’s how fighting game characters cost to be made and sets an example of other video game characters that need to be tweaked and made as well in other genres. Thanks to this I have a better understanding and appreciation to developers who make these characters in video games… hopefully fans and critics will be a little more considerate towards developers now that they are given an example on how characters are created for video games.

    And I submitted $30 to them to help bring Squigly to the game and further to her completion. I would’ve sent more but I don’t have a lot and some of the options are blacked out. Well I’m looking forward to the Digital Copy of the Skullgirls Soundtrack! ^_^

  • As someone who works as a game tester I know how this stuff can get. Got to take unexpected bugs into account, some times with stuff was working fine in all previous builds of the game. Got to make sure nothing weird happens when using the new character against the old ones or that the tweaks to the game dont affect what was working fine before.

    Luckily this is not a huge online multiplayer that requires 30 people playing like a FPS or more like in a MMO style game. Still got to test all attacks against all characters in different situations. Just look at all the situation/character specific bugs in SF:IV, SFxT, KoFXII, and KoFXIII post patch.

    Like they mentioned, fees for funding and submitting take a big chunk as well as good voice acting and making sure the audio works well with all the audio hardware (or most of it). This last one can be a pain to test as it can be specific to the type of surround, is it 5.1, 7.1, or a different one, which model of headphones did the audio screech, garbled, noise, drop out occurred, etc, etc.

    And lets not forget that this needs to be submitted and formatted for each region for PC, XBOX, and PSN for which fees have to be paid to have their content hosted.

    I’ll stop there since this is getting a bit long.

    • Locklear93

      Fellow tester here, and one who specializes in certification. You’re spot on throughout, especially about audio. Doing A/V matrix testing is the bane of my existence, but it has to be done, and you always find things you don’t expect to. Fortunately in this specific case, though, being DLC for a fighting game, the audio is most likely not going to be a source of surprises. The sound code is in after all, and most voices are mono–they only come from one place, and the audio code creates the stereo (or better) sound out of all audio playing. Still, you never know what could get a weird result, and it doesn’t surprise me at all that their QA cost is $20,000. Honestly, I’m surprised it’s that low.

      • I know what you mean about he QA cost. I been on some titles that the cost to have a team for one week was more than that according to my calculations if everyone in the title’s average pay is no more than 13 hr. Specially if we are talking split shifts to have two full shifts with different people everyday.
        For the audio is probably gonna be trying to get the new one to not sound odd when compared to the old one or effects overlaying or playing multiple times instead of one instance at a time.

  • SetzerGabbiani

    Generally speaking, gaming companies treat us, their base, as children if we are not investors. This company seems to have a different perspective. Many of us are definitely adults, and would love to see more details about game development and costs involved. It would make the weekly sales numbers that more interesting if we knew development costs for each game. Cost numbers are a reality check, and they, as evidenced in these comments, help us really understand what gaming companies are dealing with.

  • Andar

    It’s pretty awesome of them to ask for money to create content, and then show EXACTLY where it’s all going. Anyone who knows anything about development (of a modern 2D fighter) will see that these expenses are actually rather fair.

    Another thing of note is that the character will be released as DLC, which you would normally pay for anyway. But let’s break it down on our (the consumer’s) side of the equation. So if we assume that the character is worth $5, that means if 30,000 people pay just $5, they get what they paid for (as stated on the page itself, it’s like a pre-order). The game sold over 50,000 copies in the first ten days of its release, and though I don’t really know how DLC sales relate to the sales of the games themselves (I really would like to know, though!), that seems like a fair amount to expect. What’s more, though, if this takes off and enough people pay the minimum (and very fair) price for the one DLC character (along with a few people here and there chipping in for some extra swag, and it’s pretty cool swag), they could all end up getting two…or even more characters! It’s a pretty sweet deal from our side, almost one-sided even, but then, that holds true for all crowd-funded projects. It all comes down to the sheer numbers of people willing to put just a bit of their money toward something they support.

  • Visa Vang

    Now think Project X Zone. How much would that cost?

    • Alexander Marquis Starkey

      Well here is a question, are Project X Zone’s 2D animation artist also good a character art? And do they have other guys doing the special effects?

      • Visa Vang

        The term “good” for PxZ’s character art doesn’t do its justice if you ask me. I think they have to do 4 types of models for each character. One – Story board model (the model that they use during dialogues), Two – Map models (Models use during the overall map), Three – Action models and Four – Cut scene models. I’m pretty sure that there’s another team working on the effects, CVs, character/title contracts, animation, and other stuff you and I can’t even begin to fathom.

  • Andres Pena

    are the character artists included in the staff or are they bunched up with animators?

  • Alexander Marquis Starkey

    It’s a good thing that the character’s attacks are now already established. What really sucks is when you have to create a new roster of characters without ideas of animations to go off of. Capcom and Arc System Works don’t have to put funds into recreating characters every game since they reuse assets. It’s not hard to remodel a 3D character, though it is time consuming. The issue comes from animating them and if you don’t have anything to go off of, say old sprite animations, or sprite animations of older games, those animations have to be done from scratch. Arc and SNK got around that with Rotoscoping, but they basically had to model characters, animate them, and then draw sprites over those animations…that’s a lot of work. Plus if you have new characters, those animations have to be concepted, the character’s look and background have to be done, and a lot of other things. And we wonder why fighters tend to see themselves updated a lot.

  • brian

    I thought that Leviathan would be water/ice-based, since it tends to be associated with those elements.
    I never got that game, but I’d like for it to succeed.

  • Ferofax

    The hell? They had to outsource hitbox and audio implementation?

    Can’t they do everything else in-house? I mean, animation, sure. Music, sure.

  • Damn! Now I understand why less 2D Fighting Games are being made. Still awesome, though.

  • Göran Isacson

    I want to weep for the developers of this game now, because oh God. Oh man, the money involved in this, and one MILLION dollars *Evil pinky* for a triple-A title DLC character?

    I do hope that Sony meant what they said that PS4 will be cheaper to develop for (if that is what they said and I’m not simply reading too much into statements/misinterpreting them). Or would it be this expensive to design them no matter what platform they work on?

    • XiaomuArisu

      What has the PS3 to do with it?
      The characterproduction should cost the same on the 360 version too.

  • Squigly is super cute i don’t know why but i find her really attractive 0///0 also i found this image oh zone you and your stuff :).

  • Anonymous

    250K… for a character? wow, Though i’d expect that since Skullgirls is on PS3, Compared to MUGEN and FG Touhou though, There is much more work involved especially since you have to deal with Sony as well so i get why it is hard to make

  • Jason Herdigein

    Wait, these prices are ridiculous. what do the people that actually work at Lab Zero Games do? Is there no one that can do animation, Clean-up, Voice recording, Hit-box and Audio Implementation?

    I doubt the the AAA Fighter games characters each cost on average 500k-1.2 Mill each because that simply doesn’t make sense. especially when it comes to games like Tekken tag 2 or ultimate marvel vs capcom 3. Do you know how many games they would have to sell to make a profit?

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