Research & Development
The research into the subject matter could be a bit more thorough. I see a couple of reference images without a separate mood/reference board or research into how the things were builtand formed.
Creative Art
The use of blue and purplish red along with cyan works wonders on the scene. The scene feels energetic and colorful.
Pool, lanterns and the fire pits add a lot into the space. The weapons also look remarkably well done.
To push the scene further, you could divide the floor into difference spaces by using different decorative trims and materials. The sides could be composed of different materials, for example. The meshes could also be pushed a bit further with added geometry and vertex blends. It might look a bit better if the metallic trims would also be a bit less shiny and new as well. The shape of trims seems a bit contrasty compared to the pillar.
Technical Art
Considering you started 4 months ago, it looks very good.
Reuse of texture space and use of tiling trims and tileable materials is something we use a lot in the industry. Firepit mesh showcases a few polygons that don't seem to contribute to the final look and feel of the asset. You can use vertices for material blends, to control shading or give shape or form to the object, but on a flat surface without material blends, it's a bit of a waste to render those polygons individually by our graphics cards. Some of the rounded surfaces you have might have a bit too many polygon however, but they do look nice and round. :) The sense of scale might also come a bit more across objects we see in our everyday life would be of correct sizes such as door.
One key to start thinking about possible use of tiling materials and trims is to be able to hit the correct texel density for a scene. 512 is common in today's games for 3rd person games, 1024 for 1st person titles. Hitting those calls for some thought process. It's common for games to also make use of vertex blending and decals.
Documentation
Texts tell about the progress in a very nice manner, and the images are placed in an informative manner next to the subject matter.
Final Presentation
The final presentation looks good. The images show the result well and accurately and are of high quality. The composition works and the focal point is obvious.
I would have liked to see more closeup shots of the weapons you put into the scene, I only more closely noticed them when opening the scene myself.