Research & Development
There are cool moody concepts in the subject matter, and the photos from a trip are a great addition.
Creative Art
The main focal point sticks out very well as a dark silhouette rising in contrast to the lighter gray sky.
Technical Art
It's nice to see there's not a lot of wasted texture space.
The light could get a bit of intensity, make it look for example like a moonlight lighting. Putting also some subtle spotlights to draw attention to key assets would also help to draw attention to details.
I'd recommend looking a bit into tileable textures and trims in the future. Getting certain texel density was the key for me to start thinking more about using tileable, trim and unique textures. For 3rd person games, it's most common to target for 512, while 1024 is more common for 1st person perspective games.
Documentation
The documentation covers steps taken to produce the results and showcases progress very nicely.
Final Presentation
Squinting at the images, you can clearly make out the main attraction. Screenshots are of high quality which makes it easy to read what's going on.