Cambridge IGCSE Art & Design 0400 – Photography
Learning Objective
Students will develop a thorough understanding of the formal elements of photography and how to manipulate them to create a clear narrative and visual language for animation, film and game design. They will also master the research, technical, cultural, ethical and reflective processes required by the Cambridge IGCSE Art & Design syllabus (2026).
1. Formal Elements of Photography
These visual building blocks can be deliberately altered to convey meaning.
- Line – directs the viewer’s eye; can be actual (edge of a fence) or implied (row of trees). Diagonal lines suggest tension, vertical lines suggest stability.
- Shape & Form – geometric (cubes, circles) or organic (clouds, foliage). Use shape to define characters or objects.
- Texture – surface quality, real (rough bark) or implied (fine grain in a smooth sky). Capture texture with side‑lighting or macro lenses.
- Colour – hue, saturation, temperature and colour harmony. Warm reds → energy; cool blues → isolation.
- Value (Tone) – light‑to‑dark range; high contrast for drama, low contrast for calm.
- Space – positive vs. negative; foreground/background relationships; use depth to create intimacy or distance.
- Composition – rule of thirds, golden ratio, framing, leading‑lines, balance.
- Perspective – linear, atmospheric, aerial; creates depth and guides narrative focus.
- Movement – captured through motion‑blur (e.g., 1/15 s shutter), long exposure (e.g., 30 s night sky) or implied motion (repeating shapes).
Quick Visual Cue (classroom use)
Provide a thumbnail sketch for each element – e.g. a diagonal line across a frame for “Line”, a close‑up of bark for “Texture”, a colour swatch gradient for “Colour”.
2. Scale & Size
Understanding how scale influences narrative is a required syllabus outcome.
- Focal Length & Sensor Size – wide‑angle (24 mm on full‑frame) exaggerates depth; telephoto (85 mm) compresses space.
- Print & Display Size – choose resolution (300 dpi for A3 prints, 72 dpi for web). Larger prints can dominate a game UI, smaller images suit HUD elements.
- Relative Scale in Storytelling – a tiny figure in a vast landscape can convey loneliness; a close‑up portrait can emphasise intimacy.
3. Core Photographic Techniques (with numeric examples)
- Depth of Field – f/1.8 (shallow) isolates a subject; f/16 (deep) keeps foreground and background sharp.
- Exposure Triangle – aperture, shutter speed, ISO. Example: f/4, 1/125 s, ISO 200 for a well‑exposed outdoor portrait.
- Aperture & Shutter Speed – fast shutter (1/2000 s) freezes motion; slow shutter (1 s) creates intentional blur.
- Lighting – natural (golden hour, 5600 K), artificial (softbox at 5500 K). Hard light creates sharp shadows; soft light reduces contrast.
- Camera Angle & Framing – eye‑level (neutral), low angle (empower), high angle (vulnerable), bird’s‑eye (overview).
- Colour Management
- Calibrate monitor with a hardware calibrator (e.g., X‑Rite i1Display).
- Set camera colour profile to Adobe RGB for print, sRGB for web.
- Embed ICC profile when exporting TIFF or PNG files.
- Editing & Post‑production – RAW conversion, colour correction, cropping, layering, non‑destructive adjustment layers.
- Alternative Processes – pinhole (exposure 10–30 s), cyanotype (UV exposure 10 min), photograms, collage, mixed‑media.
4. Range of Photographic Media (Core Component)
Experimentation with different media expands visual language and satisfies the syllabus requirement for “use of a range of photographic media”.
- Traditional film (35 mm, medium format)
- Digital SLR and mirrorless cameras
- Camera‑less techniques (photograms, pinhole, scanner‑camera)
- Photomontage & collage (physical and digital)
- Animated sequences from stills (stop‑motion, time‑lapse)
- Recycled / found‑object materials for texture maps and DIY lenses (core sustainable‑practice component)
5. Sustainable Practices (Core)
Using recycled or alternative materials is a required element of the syllabus.
- Create photograms with found objects on photographic paper.
- Build DIY pinhole cameras from cardboard, soda cans or old lenses.
- Construct texture‑rich backdrops from cardboard, fabric, newspaper or discarded plastic.
- Digitise the results and integrate them as texture maps, background plates or UI elements.
6. Visual Research & Recording
- Gather first‑hand observations – sketches, colour swatches, light studies.
- Collect secondary sources – artist books, online image libraries, film stills.
- Maintain a research journal with dates, sources, technical notes and personal reflections.
- Develop a mood board that links colour, texture, composition and intended narrative.
- Identify the intended audience (age, platform, cultural context) and note how this influences visual choices.
7. Genres, Key Artists & Historical Context
| Genre | Key Characteristics | Representative Artists/Photographers |
| Portrait | Personality focus, dramatic lighting, controlled depth of field | Dorothea Lange, Yousuf Karsh, Annie Leibovitz |
| Landscape | Scale, atmosphere, environmental narrative | Edward Weston, Ansel Adams, Michael Kenna |
| Documentary | Truth‑telling, social commentary, often high ISO for low‑light events | James Nachtwey, Henri Cartier‑Bresson, Sebastião Salgado |
| Conceptual / Fine Art | Idea‑driven, staged, often uses alternative processes | Cindy Sherman, Jeff Wall, Gregory Crewdson |
| Experimental / Camera‑less | Process‑focused, texture rich, non‑traditional materials | Man Ray, László Moholy‑Nagyi, Wolfgang Tillmans |
8. Social & Cultural Context & Ethical Considerations
- Interpret cultural symbolism of colour, gesture and setting.
- Obtain informed consent; respect privacy and representation.
- Reflect on image manipulation – balance honesty with artistic intent.
- Analyse how photographic narratives can reinforce or challenge stereotypes.
9. The Four‑Stage Creative Process (including Audience)
- Intention & Research – define a clear brief, identify target audience, record visual research, select relevant formal elements.
- Planning & Storyboarding – sketch thumbnails, choose reference plates, decide technical settings (aperture, ISO, focal length) and audience‑specific considerations (platform resolution, colour space).
- Realisation (Production) – capture images, create texture maps, edit, integrate with animation/film/game assets while maintaining colour consistency.
- Reflection & Evaluation – assess against the assessment checklist, note successes, identify improvements, consider audience feedback.
10. Using Formal Elements to Build Narrative
- Colour palette – cool blues for isolation, warm reds for tension, desaturated greys for melancholy.
- Line & shape – diagonal lines suggest conflict; circular shapes convey harmony.
- Space – negative space emphasises loneliness; crowded frames create claustrophobia.
- Texture – rough surfaces for hardship, smooth surfaces for serenity.
- Value contrast – high contrast for climax, soft gradients for resolution.
- Scale – a tiny figure in a vast landscape can signal vulnerability; a close‑up portrait can create intimacy.
Case Study: “The Last Light” (photo series)
- Scene 1 – Dawn: pastel colour palette, low contrast, wide negative space – conveys hope.
- Scene 2 – Noon: saturated reds, strong vertical lines, tight framing – builds tension.
- Scene 3 – Dusk: deep shadows, heavy texture, diagonal composition – suggests loss.
11. Integration with Animation, Film & Game Design
11.1 Storyboard Development
- Create a thumbnail sketch for each key moment.
- Select or photograph a reference plate that matches the intended lighting, colour, composition and scale.
- Overlay the sketch on the photograph to plan character placement and movement.
- Annotate using a consistent format (see sample below).
Sample Annotation Format
| Element | Details |
| Camera angle | Low angle, 30° upward tilt |
| Focal length | 35 mm (wide‑angle) |
| Lighting | Soft side‑light, 1/125 s, f/2.8, 5600 K |
| Movement cue | Character walks left‑to‑right, motion blur 1/15 s |
| Formal element focus | Diagonal line leading eye to horizon |
| Audience note | Target: mobile gamers, UI‑safe colour contrast 4.5:1 |
11.2 Texture Mapping for 3D Environments
- Capture high‑resolution (minimum 3000 px on the longest side) photographs with even, diffuse lighting.
- Take overlapping shots for seamless tiling; use a tripod and a gray card for colour reference.
- Convert RAW → TIFF (16‑bit) → edit in Adobe Photoshop or GIMP.
- Export PBR maps (albedo, normal, roughness, metallic) via Substance Painter or Quixel Mixer.
- Maintain consistent colour space (Adobe RGB) across all maps to avoid “popping” textures in‑engine.
11.3 Motion Capture & Background Plates
- Photograph a static background plate at high resolution (minimum 4K) with accurate perspective.
- Place high‑contrast tracking markers on set for camera‑track software (e.g., PFTrack, SynthEyes).
- Import the plate into a 3D/CGI package (Unity, Unreal, Maya) and match the virtual camera to the real‑world data.
- Animate characters or CGI elements, ensuring lighting direction, colour temperature and shadows mirror the plate.
11.4 Recycled / Alternative Materials – Core Integration
- Produce photograms from found objects; scan or photograph the results for use as texture maps.
- Construct a DIY pinhole camera from cardboard; experiment with long exposures (10–30 s) for atmospheric plates.
- Build texture‑rich backdrops from recycled cardboard, fabric or newspaper; photograph under controlled lighting.
- Digitise and incorporate these assets into game UI, film matte paintings or animated backgrounds.
12. Assessment Checklist
| Criteria |
Excellent (A) |
Good (B‑C) |
Needs Improvement (D‑E) |
| Understanding of formal elements |
Demonstrates sophisticated, purposeful use of all elements to enhance narrative and scale. |
Uses most elements effectively, with occasional lapses. |
Limited or inaccurate use of formal elements. |
| Application to animation/film/game |
Integrates photography seamlessly into moving media with clear intent, technical coherence and audience awareness. |
Shows reasonable integration, but some aspects lack cohesion. |
Integration is superficial or unrelated to the narrative. |
| Technical execution |
High‑quality images: correct exposure, focus, composition, colour management and appropriate file formats. |
Generally good quality with minor technical flaws. |
Frequent technical errors (blur, poor lighting, colour imbalance). |
| Creativity & originality |
Highly original concepts that push visual‑storytelling boundaries. |
Creative ideas with some conventional approaches. |
Relies heavily on clichés; lacks innovation. |
| Research & reflection |
Comprehensive visual research, clear intention, audience focus, and insightful self‑evaluation. |
Adequate research and reflection, but limited depth. |
Minimal research; reflection is absent or superficial. |
13. Suggested Flowchart (for teacher hand‑out)
Visual Research → Formal Elements & Scale → Narrative Planning (audience, storyboard) → Production (photography, texture mapping, background plates) → Integration with Animation/Film/Game → Reflection & Evaluation