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Animators and VFX artists

Official title Special Effects Artists and Animators (SOC 27-1014)

Also called Animator, VFX artist, Visual effects artist, Motion designer, Motion graphics designer

In brief

In May 2025, BLS counted 19,970 US animators and VFX artists, with median pay of $102,030 a year. Of the BLS counts since 2021, the highest was 35,990, in May 2022. The earliest figure here is an estimate of 1,200 from 1941, not measured the same way as today's count. The last full technology era for animators and VFX artists: Real-time rendering for virtual production, 2018 to 2023. Virtual production created a new category of on-set VFX artists who needed to be physically present on production, commanding premium rates for their real-time pipeline skills.

What the sources say

Official outlook

BLS projects little or no change in employment from 2025 to 2035 (-0.3%).

BLS Employment Projections 2025-35

AI exposure studies

Data as of BLS OEWS May 2025; BLS Employment Projections 2025-35. BLS publishes these counts as yearly survey snapshots and cautions against reading them as a precise trend.

Last updated .

Cite this page
APA

Future History. (2026, October 11). Animators and VFX artists: jobs and pay since 1941 [Data set; data as of BLS OEWS May 2025; BLS Employment Projections 2025-35]. https://futurehistory.earth/timeline/27-1014

Chicago

Future History. "Animators and VFX artists: jobs and pay since 1941." Data as of BLS OEWS May 2025; BLS Employment Projections 2025-35. Last modified October 11, 2026. https://futurehistory.earth/timeline/27-1014.

BibTeX

@misc{futurehistory_27_1014, author = {{Future History}}, title = {Animators and VFX artists: jobs and pay since 1941}, year = {2026}, month = oct, howpublished = {\url{https://futurehistory.earth/timeline/27-1014}}, note = {Last updated 2026-10-11. Data as of BLS OEWS May 2025; BLS Employment Projections 2025-35}, }

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1925195019752000now
2026
Known then as Animator / Cartoonist (studio-era term; no separate occupational category)
Known then as Animator / Special Effects Artist / Inker-Painter (Screen Cartoonists Guild categories)
Known then as Animator / Optical Effects Artist / Production Artist (Animation Guild, IATSE Local 839)
Known then as Animator / CGI Artist / Multimedia Artist (industry/guild terms; pre-2000 SOC lacked clean category)
Known then as Multimedia Artists and Animators (BLS SOC 27-1014, 2000 SOC vintage)
Known then as Special Effects Artists and Animators (BLS SOC 27-1014, 2018 SOC revision)
Known today as Special Effects Artists and Animators (BLS SOC 27-1014, 2018 SOC revision)
Projected to still be called Special Effects Artists and Animators (BLS SOC 27-1014, 2018 SOC revision)
Data from the May 2025 survey
US Employment
20K
Est.

Stated in source: BLS OEWS

Official statistic
Report an error
Median Annual Wage
$102,030
Est.

≈ $99,414 in 2024 prices (derived by us, CPI-adjusted)

Official statistic
Report an error
Beat · 1914

Max Fleischer begins testing the rotoscope technique in New York City, working with his brother Dave. The device allows animated figures to be traced from live-action film frame by frame, producing fluid, weight-bearing motion that hand-drawn animation had never achieved. Fleischer files for the patent in 1917. His Out of the Inkwell series, featuring the animated clown Koko, becomes the first commercially successful work using the technique. The rotoscope is the first mechanical tool to alter the labor of animation -- it does not reduce labor but it changes where artistic judgment is applied.

Beat · 1941

May 29, 1941: More than 200 Disney workers walk out at the beginning of what will become a nine-week strike. Walt Disney, who had assembled a workforce of 1,200 employees, faces a walkout by artists who document a pay structure with no rational logic -- the same work done by two adjacent employees might be compensated at wildly different rates, ranging from $12 to $300 per week. The Screen Cartoonists Guild wins union recognition, wages double for the lowest-paid workers, and screen credits for animation artists are established for the first time. The strike is a founding moment for the professional identity of the American animation workforce.

Beat · 1959

Ub Iwerks, one of the founders of Disney animation and the technical innovator responsible for the multiplane camera's mechanics, adapts Xerox photocopying technology to replace the ink-and-paint step in cel animation. Instead of inkers tracing each animator's pencil drawing by hand onto a cel, the drawing is now photocopied directly onto the celluloid. The result appears first in 101 Dalmatians (1961): the line quality is sketchier, closer to the pencil drawing, and entirely different from the clean, painted look of earlier Disney features. The Xerox process eliminates an entire labor category (inkers) while changing the aesthetic language of studio animation. It is the first major AI-free automation event in the history of the occupation.

Beat · 1975

George Lucas founds Industrial Light and Magic (ILM) on May 26, 1975, in Van Nuys, California, to produce the visual effects for Star Wars after discovering that 20th Century Fox's in-house effects department had been disbanded. Lucas assembles a team from the independent Hollywood optical-effects industry. ILM's Star Wars work (1977) -- motion-controlled camera photography, composite printing, and miniature photography at a scale and complexity not previously attempted -- establishes the independent VFX house as a permanent feature of the film industry. The studio is the origin point of the modern VFX artist as a recognized professional role distinct from a generalist film technician.

Beat · 1982

The IATSE Animation Guild's 1982 strike ends in defeat. Studios use the opportunity to accelerate the subcontracting of television animation to overseas producers in South Korea and Japan, a trend that had been growing since the late 1970s. Local 839 membership, which had stood in the thousands, falls toward 800 by 1987. The decade-long decline reverses only when the animated feature renaissance of the late 1980s brings Disney (The Little Mermaid, 1989) and then DreamWorks, Warner Bros., and others back into the business of producing original animated features domestically.

Beat · 1993

Jurassic Park (directed by Steven Spielberg, VFX by ILM) opens on June 11, 1993, to immediate industry recognition that computer-generated imagery has crossed a threshold. ILM's CGI dinosaurs -- rendered on Silicon Graphics workstations running Alias/Wavefront software -- moved, breathed, and interacted with the physical world in ways that stop-motion and animatronic alternatives could not approach for the relevant shots. The film's success triggers a rapid conversion of animation and VFX studios to digital workflows. The skills required shift from physical media (cels, optical printers, physical models) to software platforms, creating a training gap that reshapes the occupation's entry requirements for the next decade.

Beat · 1995

Pixar Animation Studios releases Toy Story on November 22, 1995 -- the first fully computer-animated feature film. Produced on Silicon Graphics workstations with Pixar's proprietary RenderMan software (now widely licensed in the industry), Toy Story demonstrates that character animation can be achieved entirely through 3D CGI without any hand-drawn element. The film's success prompts DreamWorks, 20th Century Fox, and Warner Bros. to establish competing 3D animation divisions. The occupation expands rapidly: new specialist categories (rigger, TD, shader artist, lighter) are required that did not exist in the cel-animation pipeline. Total US employment in the broad animation/VFX category roughly doubles between 1995 and 2004.

Beat · 2019

The Mandalorian premieres on Disney+ on November 12, 2019. The series is produced using ILM's StageCraft technology: a 270-degree curved LED wall surrounding the set displays real-time rendered Unreal Engine environments that the physical camera captures as in-camera visual effects. Actors perform against photorealistic backdrops in real time, with no greenscreen replacement. The approach requires VFX artists to be present on the production stage -- a fundamental shift from the post-production studio model. Virtual production is subsequently adopted across dozens of productions and becomes the fastest-growing specialization in the occupation by 2026.

Beat · 2023

The SAG-AFTRA strike of 2023 (July 14 -- November 9, 2023) -- the longest SAG-AFTRA strike in the union's history -- centrally addresses the use of AI to replicate performers' likenesses without consent or compensation. The eventual agreement establishes consent, disclosure, and compensation requirements for AI digital replicas of union performers. For animators and VFX artists, the SAG-AFTRA provisions create a new compliance responsibility: verifying that AI-generated sequences using performer likenesses comply with applicable union contracts. The strike also demonstrates the vulnerability of VFX and animation production to the full stop of live-action principal photography, reinforcing the industry's structural dependence on the broader entertainment labor ecosystem.

How to read this number

OEWS is a point-in-time survey snapshot, not a continuous time series; BLS advises against using it for year-over-year trend comparison.

Each dot is a cited figure over time; the dotted line only links them (values between aren't measured). Hollow dots are estimates.

Official statistic: Copied by a script from a statistics agency table or a published study's table, not retyped by hand. BLS figures and the forecast and exposure tables are also re-checked against that table on every data run. Researched context: Researched from the cited source rather than copied from it by a script, so it is not machine-checked yet. Spot a mistake? Each figure has a “Report an error” link.

Cited forecasts · present → 2035

Will AI replace animators and VFX artists? What the research says

Each figure is stated by the named source; we publish no forecasts of our own. Where sources disagree, we show the disagreement rather than an average.

Each figure is stated by the named source; we publish no forecasts of our own. Where sources disagree, the spread is the honest signal.

What published forecasts say
Forecast change in the number of people doing this work, as published by each named source. Bars share one scale on every role, centred on zero and reaching the end at ±30%. Grey marks a small change, 3% or less either way.
BLS Employment Projections 2025-35
→ 2035
-0.3%
BLS National Employment Matrix, 2025-35 cycle, line for SOC 27-1014 (Special effects artists and animators): 51.9 thousand jobs in 2025, projected 51.8 thousand in 2035, a change of -0.1 thousand (-0.3%). Matrix employment counts all jobs in the occupation, including self-employed workers (62.9% of this occupation in 2025). The average for all occupations in this cycle is +3.5%.
Official statisticReport an error
How exposed is this work to AI (research measures)
Scores as published by each study. Each row says what it measures. These measure what AI could technically do, not forecasts of jobs lost.
Eloundou et al. (2023), "GPTs are GPTs"
2023 study · Share of tasks exposed to LLMs (β, human-rated)
47.5%
of tasks
What this measures

Published occupation-level exposure from the paper's occ_level.csv for O*NET-SOC 27-1014.00 Special Effects Artists and Animators. Shown: human-rated β = 0.475, the share of the occupation's tasks an LLM could do in at least half the time at equal quality, counting tasks that need LLM-powered software at half weight (β = E1 + 0.5 × E2). Other published measures for this occupation: human-rated α (LLM alone) 0.05 and γ (all LLM-assisted) 0.9; GPT-4-rated β 0.525. This measures how much of the work an LLM could touch, not how many jobs disappear.

Official statisticReport an error
Today, in this role

What's changing day to day for animators and VFX artists

Three parts of your work where AI is already doing real lifting, and what stays yours.

AI is sitting alongside you hereRotoscope and isolate subjects from live-action footage for compositing: using After Effects' new Object Matte tool (26.2, Apr 2026), which replaces multi-hour manual roto with a single-click AI subject selection that propagates through the shot automatically, then manually correcting AI-generated mattes on hair, motion-blurred edges, transparent elements, and overlapping subjects where the AI model underperforms.

Rotoscope and isolate subjects from live-action footage for compositing: using After Effects' new Object Matte tool (26.2, Apr 2026), which replaces multi-hour manual roto with a single-click AI subject selection that propagates through the shot automatically, then manually correcting AI-generated mattes on hair, motion-blurred edges, transparent elements, and overlapping subjects where the AI model underperforms.[10],[11],[4]

Where your edge is

After Effects' Object Matte tool and Roto Brush 3.0 have made single-subject roto on clean footage a near-automated task: what used to take a junior compositor a full day now takes several minutes. The remaining manual roto work is the hard cases: fine hair against complex backgrounds, glass and translucent objects, fast motion blur, multiple overlapping subjects, and any shot where the AI training data doesn't cover the specific scenario. Build expertise on the failure modes of AI roto rather than the average case: the ability to fix AI matte errors with precision masking, garbage mattes, and holdout compositing is exactly where the remaining roto work concentrates.

AI is sitting alongside you hereGenerate AI-powered background plates and environment extensions for live-action productions: using Runway Gen-4 or Sora to produce photorealistic establishing shots, location inserts, and sky replacements from reference stills and text prompts, then compositing the AI-generated footage over live-action plates in Nuke or After Effects, applying grain matching, color grading, and motion blur to make AI plates cut seamlessly with camera-captured footage.

Generate AI-powered background plates and environment extensions for live-action productions: using Runway Gen-4 or Sora to produce photorealistic establishing shots, location inserts, and sky replacements from reference stills and text prompts, then compositing the AI-generated footage over live-action plates in Nuke or After Effects, applying grain matching, color grading, and motion blur to make AI plates cut seamlessly with camera-captured footage.[12],[13],[1]

Where your edge is

AI-generated plates are production-viable for cutaways, B-roll, and environment extensions, but they fail at tight continuity requirements, consistent lighting conditions across multiple cuts, and any shot where the AI plate interacts physically with foreground elements (shadows, reflections, actors). Your compositing value is the eye that catches these failures before a client sees them: build a shot-by-shot QC checklist (grain structure, color temperature match, motion blur consistency, edge artifact detection) so your AI-assisted work ships clean. The compositor who catches AI artifacts is more valuable than ever because production volume per artist is increasing dramatically.

AI is sitting alongside you hereCapture and retarget actor performances using AI markerless motion capture, recording performers on standard video cameras or even smartphones using DeepMotion Animate 3D or Plask, which extract full-body BVH/FBX motion data without suit markers or stage setup

Capture and retarget actor performances using AI markerless motion capture, recording performers on standard video cameras or even smartphones using DeepMotion Animate 3D or Plask, which extract full-body BVH/FBX motion data without suit markers or stage setup; reviewing the exported motion curves in Maya or Blender for foot-skating, knee-pop, and unnatural joint rotation artifacts; cleaning the data; and retargeting to the production rig before handing off to the animation department.[14],[15],[16]

Where your edge is

AI markerless mocap is production-viable for broad body motion at budget productions and pre-vis; it still falls short of traditional optical systems for contact-heavy sequences, fine finger performance, and complex props interaction, which is exactly where human motion cleanup is required. Build a structured cleanup protocol: address root and hip motion first, fix foot contacts frame-accurately (the primary AI failure mode is foot-skating), then move to extremities. Motion cleanup is increasingly the bottleneck as AI capture accelerates the upstream, making cleanup speed and quality the professional differentiator.

Where animators and VFX artists go next

Natural next steps for someone with your foundation: not exits, evolutions.

What each move takes

A direction you could grow

Web and Digital Interface Designers

Motion designers and 2D/UI animators who already produce animated UI elements, interactive prototypes, and web-based motion graphics in After Effects or CSS can pivot into Web and Digital Interface Designer roles: the overlap in tooling (After Effects → Lottie, Figma → animated prototypes) and visual thinking (composition, timing, hierarchy) is substantial. This pivot is most natural for animators whose primary output is screen-based digital media rather than film or game VFX, and who have some familiarity with product design constraints. Web and Digital Interface Designers face their own AI disruption (Figma AI, v0) but the disruption profile is similar to motion design: senior system-thinking roles are defensible, while scaffolding and production-speed roles are compressed. Recommended for animators who find the user-research and product-constraint discipline of UX more interesting than the cinematic and storytelling focus of film VFX.

What you'd add
  • · Figma design systems: component architecture, design tokens, auto-layout, and prototyping with animated interactions
  • · WCAG 2.2 AA accessibility standards: how animation timing and motion preferences affect accessible UX
  • · Lottie and Rive: exporting After Effects animations to production-ready web/mobile formats engineers can integrate
  • · User research methods: understanding how motion and animation affect user comprehension and task completion
  • · Basic React and CSS animation: enough to have credible conversations with front-end engineers about implementation feasibility
What it takesSome new skills to pick up
Tools of the era

How has the work of animators and VFX artists changed since 1914?

The tools that defined the work, one line per era. Select an era to see how it reshaped the work.

  • Rotoscope + hand cel animation (Fleischer 1914, industry standard through silent era)

    Max Fleischer's rotoscope (patented 1917) was the first mechanical tool to mediate the animator's relationship with human movement: by projecting live-action film onto a glass panel, an artist could trace realistic motion frame by frame rather than constructing it purely from imagination. The technique was adopted by Disney in the early 1930s for Snow White's human characters. The dominant production medium throughout this era was cel animation: each frame was drawn by a key animator, cleaned up by an assistant animator, traced in ink onto a transparent celluloid sheet by an inker, painted on the reverse by a painter, and photographed against a background painting on a multiplane camera. Snow White (1937) required approximately two million drawings; the labor was entirely manual and highly stratified.

    Effect on the work

    The cel animation pipeline required a large, specialized workforce organized by task. A single Disney feature employed hundreds of artists in tightly defined roles. The high labor intensity meant that expanding output required proportional workforce expansion -- there was no productivity multiplier other than adding more hands.

  • Multiplane camera + Xerography (Disney multiplane 1937; Ub Iwerks Xerox cel process 1959)

    Disney's multiplane camera (first used in the "Old Mill" short, 1937) stacked multiple layers of artwork at different focal depths under a vertical camera, creating the illusion of three-dimensional perspective for the first time in 2D animation. It required greater coordination between layout artists and background painters but produced a visual depth that became the standard for Disney features through Bambi (1942) and Sleeping Beauty (1959). More consequential for labor was Ub Iwerks's adaptation of Xerox technology (introduced 1959 on about a hundred Dalmatians, 1961) to eliminate the ink-and-paint step: an animator's pencil drawings were now photocopied directly onto cels, bypassing the army of inkers who had traced every line by hand. The Xerox process cut one major labor tier from the pipeline but changed the visual style -- lines became rougher and more hand-drawn in character -- which became the aesthetic of Disney's 1960s output.

    Effect on the work

    Xerox cels eliminated the inker specialty, which had been predominantly female labor and one of the largest categories in animation studios. The ink-and-paint department at Disney contracted sharply. Surviving animation workers concentrated in drawing and background categories.

  • Optical printer + overseas TV animation subcontracting (analog compositing era)

    The optical printer -- a specialized projector-camera hybrid that rephotographed film footage to combine multiple layers, add effects, and manipulate the image -- became the dominant VFX tool of the 1970s and early 1980s. ILM (founded 1975 by George Lucas for Star Wars) developed the motion-controlled camera and dye-transfer compositing techniques that made the space battles of Star Wars (1977) possible, establishing the independent VFX house as a distinct business form separate from studio in-house effects departments. Simultaneously, the television animation boom of the 1970s drove studios to subcontract routine animation overseas (primarily South Korea and Japan), drastically reducing domestic employment in TV animation. IATSE Local 839 membership fell through 1987.

    Effect on the work

    The overseas subcontracting of TV animation was the first major offshoring wave in the occupation, displacing hundreds of US animation workers by the early 1980s. The ILM-style optical/practical VFX track, by contrast, grew and was domestically concentrated, creating a parallel specialized workforce in Northern California.

  • CGI revolution: Silicon Graphics, Alias/Wavefront, Softimage, Maya (Jurassic Park 1993, Toy Story 1995)

    Terminator 2: Judgment Day (1991) demonstrated that CGI could produce a photorealistic metallic liquid creature that no practical effect could match. Jurassic Park (1993) used CGI dinosaurs in full motion for the first time, stunning audiences and proving the technology was production-viable for natural, organic subjects. Toy Story (1995) was the first fully computer-animated feature film. These three films, produced within four years, reconfigured the occupation. The key tools were Silicon Graphics workstations (running software from Alias/Wavefront, now Autodesk Maya, and Softimage) -- expensive systems that required a new category of technically trained artists who could navigate both the aesthetic and the software. New specialties proliferated: 3D modeler, rigger, character TD (technical director), FX artist (particles, dynamics), lighter, compositor. Employment in the broader occupation more than doubled between the late 1980s and 2004.

    Effect on the work

    The CGI revolution dramatically expanded total employment -- it created entire new specialist categories rather than replacing existing ones -- while requiring artists to transition from physical-media skills (cel painting, optical printing) to software-based tools. Older cel animation skills became less commercially relevant as studios converted to digital pipelines by the late 1990s.

  • Nuke compositing + Houdini FX + motion capture (The Foundry Nuke 2007, SideFX Houdini, OptiTrack)

    The Foundry's Nuke compositing software (first commercial release 2007, following its development at Digital Domain) became the standard professional compositing tool, displacing After Effects for feature-film work. SideFX Houdini's node-based procedural workflow became the dominant FX simulation platform. Markerless and optical motion capture systems (OptiTrack, Vicon) made performance-captured character animation cost-effective for games and film. The era saw dramatic consolidation of the VFX vendor ecosystem: Rhythm and Hues (2013 bankruptcy, despite winning the Oscar for Life of Pi), Digital Domain (2012 bankruptcy), and multiple smaller houses revealed the structural fragility of the VFX business model. Measured US wage-and-salary employment under SOC 27-1014 held roughly flat through the period, at 30,210 in the 2004 OEWS and 30,240 in 2015.

    Effect on the work

    The VFX vendor consolidation of 2012-2014 resulted in significant layoffs at major studios while total industry employment continued to grow, driven by the streaming platform buildout. The era established that artists needed both craft skills and software fluency at a professional depth -- "know Maya and Nuke" became the entry-level bar for VFX work.

  • Real-time rendering for virtual production: Unreal Engine 5, LED volume stages (The Mandalorian 2019)

    The Mandalorian (Disney+, premiered November 2019) was produced on a 270-degree LED volume stage using real-time Unreal Engine environments as in-camera visual effects -- instead of adding backgrounds in post, the sets existed as photorealistic rendered environments the physical camera could capture in real time. The technique, called ICVFX (in-camera VFX), was developed by ILM's StageCraft division and rapidly spread across the industry. It created a new demand for artists who could work in real-time 3D engines with cinema-quality output under on-set production pressure. Epic Games' Unreal Engine 5 (released April 2022) brought feature-film rendering quality to a free, widely accessible platform, democratizing virtual production while also adding a technically demanding new specialty to the occupation.

    Effect on the work

    Virtual production created a new category of on-set VFX artists who needed to be physically present on production, commanding premium rates for their real-time pipeline skills. It did not reduce overall employment but changed where some high-end VFX work was done: on the set floor rather than in a post-production studio.

  • Generative AI video and AI-assisted compositing: Runway Gen-4, Sora, After Effects 26.2 Object Matte, AI mocap

    Adobe's After Effects 26.2 (April 2026) introduced an Object Matte tool that reduced manual rotoscoping for standard shots. Runway Gen-4 and OpenAI's Sora produce photorealistic video clips usable as background plates and pre-visualization footage. AI markerless motion capture (DeepMotion, Plask) eliminated the need for suit-based capture for body motion. Netflix's acquisition of InterPositive (March 2026), which automates color grading, relighting, and continuity fixes, signaled that routine compositing tasks at the major streaming buyer level are being restructured. The AVG Guild and VFX Voice both identified "junior entry points shrinking" as a structural consequence: the apprenticeship pipeline that historically brought new artists into the occupation is contracting faster than the senior tier.

    Effect on the work

    Disney laid off approximately 1,000 employees in April 2026 with Marvel's Visual Development department among those most affected. A 2023 Hollywood labor study about a hundred thousand US film and TV positions could be affected within three years of AI deployment. However, wage-and-salary employment under SOC 27-1014 is projected to grow +9.6% through 2034 (BLS), partially offsetting self-employment contraction, as studios bring AI-pipeline-fluent artists in-house.

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Special Effects Artists and Animators employment and pay by year

On record since1914
Latest US employment19,970 (May 2025)Source: BLS OEWS May 2025Official statisticReport an error
Latest US median pay$102,030 (May 2025)Source: BLS OEWS May 2025Official statisticReport an error
Outlook-0.3% by 2035Source: BLS Employment Projections 2025-35Official statisticReport an error
View all 27 years of cited US data, each linked to its source
YearUS employmentAnnual pay (median unless marked)SourceReport
19411,200$1,300Est., Wikipedia Researched contextReport
1970n/a$10,400Est., Animation World Network Researched contextReport
1987800n/aEst., Animation Guild (IATSE Local 839) Researched contextReport
19957,500$52,000Est., Animation Guild (IATSE Local 839) (employment) Researched contextEst., Animation Guild Blog (pay) Researched contextReport
200332,910$45,920BLS OEWS May 2003 Official statisticReport
200430,210$50,360BLS OEWS May 2004 Official statisticReport
200523,790$50,290BLS OEWS May 2005 Official statisticReport
200626,260$51,350BLS OEWS May 2006 Official statisticReport
200729,440$54,550BLS OEWS May 2007 Official statisticReport
200831,500$56,330BLS OEWS May 2008 Official statisticReport
200928,800$58,250BLS OEWS May 2009 Official statisticReport
201026,560$58,510BLS OEWS May 2010 Official statisticReport
201128,400$60,830BLS OEWS May 2011 Official statisticReport
201229,270$61,370BLS OEWS May 2012 Official statisticReport
201330,790$64,470BLS OEWS May 2013 Official statisticReport
201429,000$63,630BLS OEWS May 2014 Official statisticReport
201530,240$63,970BLS OEWS May 2015 Official statisticReport
201629,810$65,300BLS OEWS May 2016 Official statisticReport
201729,860$70,530BLS OEWS May 2017 Official statisticReport
201828,560$72,520BLS OEWS May 2018 Official statisticReport
201929,340$75,270BLS OEWS May 2019 Official statisticReport
202026,460$77,700BLS OEWS May 2020 Official statisticReport
202120,430$78,790BLS OEWS May 2021 Official statisticReport
202235,990$98,950BLS OEWS May 2022 Official statisticReport
202329,940$99,060BLS OEWS May 2023 Official statisticReport
202421,280$99,800BLS OEWS May 2024 Official statisticReport
202519,970$102,030BLS OEWS May 2025 Official statisticReport
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