Aright! A free pass to rip someone's work to shreds.
I'll echo what's been said already that your portfolio lacks a certain degree of focus, and the objective is unclear.
I'll just list my other points in random order.
Your resume needs a timetable, and better structure. Right now it's very dense and hard to follow.
In your resume the first 3 skills you list are 3D modeling skills, yet your portfolio is completely 2D art. Since you have so much QA experience you should probably list some of the skills you've learned in that field as well.
Your sketches and concept work is pretty solid. You just need more of it. With time it will happen. The carnival mech is my favorite piece, and in my opinion the technically best executed.
Generally the designs are a little dated, and many of them lack refinement and sharpness. I'm not sure why they appear dated to me, they just kinda do. When I say sharpness, I mean both sharpness of idea, and sharpness in execution.
Your fine art section doesn't do it for me at all. The works are conceptually amateur, have weak compositions, and the color palette is limited and overly saturated. The paint handling skill is definitely there, you're just not thinking critically enough about how to use it.
But whatever the issues are, with time they'll be fixed, your portfolio will improve and you'll get the objective you're after. The fundamentals are definitely there for you to be a great concept artist.
If that's what you want to do?
With the experience you have, it may be more practical to pursue a career in the gaming industry as a producer, manager, or some other non-art non-programming position. Just a thought.