Research & Development
There are cool images of old worn wooden structures and smaller props to fill out the scene. Bigger props with which you could easily populate the place quite fast, are a bit missing here.
There could also maybe be a bit too more research into how things are built. Concrete slabs as roof don't seem very accurate of a material to be put on top of wooden walls. The support structure also strikes out as a bit odd with pentagon in the middle, which could of course be argued to be a funny design choice.
Creative Art
Texture work looks great on tileable surfaces and clothing on most parts. The lighting is done in way to give nice contrast with lighter and darker spots.
To push the scene a bit further, I might suggest adding some sort of window and support the structure a bit more. Structural interest is a bit missing with, for example, the roof frame sitting on top of clipping wood beams, and the meshes could use with some extra carefully placed irregularities to add mesh interest to papers, structures and reused props. Getting detail like wood grains to match real world directions would also add quite a lot to the feeling real world objects.
Technical Art
Some of your materials include macro texture extras, which shows interest towards the subject.
Walls and floors look optimized. Objects are a bit on the higher end on polycount, and maybe tells a bit that the center of attention should be on the weaponry and clothing.
Documentation
The documentation shows references and has peaks into the development of the scene. It's a good practice to block out more of the scene in one go and then dig deeper into working on the detail and props. Some basic materials might help with defining the looks.
Final Presentation
Presentation shows interesting angles of the space. Screenshots have sharp edges and could maybe showcase a bit more of the details put into textures and objects.