Research & Development
There's some nice and clear research and comparing in the beginning. Research is geared to working towards the end goal.
Creative Art
Materials, lighting and composition work very well together. The broken wood trail looks interesting, with mud covering parts of planks as well. The end result reads very well, and is well stylized to appeal to that. The deformations of the church' roof's front panel are a bit exaggerated, and the structure is a bit low on the polycount side, you could add more geometry to the roof tiles, for example, to get a bit more room to play with shadows and silhouettes. The props are a bit hidden in the scene as well.
I might suggest adding also some bushes or other foliage as in some of your reference images, to cover up a bit more of the ground level. The pointy looking smaller tree trunk feel a bit like a distraction to me than something that would add to the scene that much.
Technical Art
Final work includes game-ready assets. It's great to see you tackled Substance software with the scene, as it is pretty much the industry standard nowadays. Lighting and atmosphere adhere to the feeling of a swamp in a great way. The scale of things seems good to sell the feeling. Studios also use a lot of tileables and trim sheets to cut down on the texture usage and keep the results modifiable.
Documentation
The text is very thorough and chatty. The amount of text and explanation seems a bit too much for me, but your opinions and way of thinking really shows in there, which is a good thing. The process shots are also good to see.
Final Presentation
Scene looks good, lighting is there, composition works with lighting and atmospherics. The final renders could showcase a bit more closely the surfaces of textures, mesh modeling and props, but the selected few showcase the feeling of the scene very well.