Research & Development
Creative Art
The scene looks like a very high quality piece of art. I was stunned by seeing how simple the sides of the temple and textures were. The color coming from lights adds a lot to the scene, and makes it very pleasing to look at.
To push it further, you could implement vertex blending, decals and introduce some sharper looking breakage and edges to the rocks. Also, as simple as the cavity mask approach to the baseColor is, I'd suggest not to do too many things maybe with it. The end results might look cool in Unreal, but the results might vary in other engines. You have very nice looking sculpts on top of which you could add some more unique texturing into the mix as well, or when it comes to this scene, maybe with more mask based approaches.
Effects also add a lot to the scene.
Technical Art
The scene is pretty heavy polycount wise, but the texture cheap approach keeps the scene running well on a today's PC. Lighting and effects also add a lot into the scene.
Documentation
There was a lot of nice thought process within the art bible, blogs and project documentation. Workflows were documented nicely, and the shaders were broken down in the documents.
Final Presentation
Final presentation looks very nice with lighting, contrast materials looking and working very well together. The elephant in the room *cough* looks very good and the metallic additions add a lot of interest to the end result.