any way, if its the real-time look your going for, then most impressive indeed. however, i would recommend “upmixing” the game style, adding real lights, not so flat materials, etc. imagine as if there was a real place that the game devs copied from, what would that look like? i would say, in simple terms, it needs more complex shadows. coughthat awkward point light with no light bulbcough
love the concept though, and you might want to add a cube in mid-fall with some motion-blur(composited would be best i think) to give the idea of an on going loop. Chell with her reaction would be awesome, bring some life into the scene. a door in the observation deck would help break up that empty wall, maybe one of those great posters too.
i read your article on the door, and as a CAD/Architecture guy, drafting is essential, no dumb computer to get in the way. might i suggest adding some bevels, extrusions , and other useless details, so it doesnt look like a texture. nice design btw.
Thank you for the extremely valuable feedback ! Yes I figure it’s time for me to start learning lighting and compositing. Not able to do lighting properly since when I was making portal puzzles ~_~ I did use blenderguru’s PBR shaders trying to make an more interesting wall surfaces. Hell I have a poliigon membership but apparently only that is not enough. And your advice on storytelling part is awesome ! Storytelling is what I’m striving for too ^