The normandy and bombay pieces stand out really strongly as your main strength, perhaps a hold over from your photography days ? I think you need to present larger , clearer renders of hi poly work, folk want to really look close and see where you bodged it and where you controlled the forms, its useful to see more clearly how a candidate is accomplishing the end result.
Your color choices in bombay and normady are very strong, i think your texturing in general stands out as your main strength also your eye for authenticity shows through when basing things in the real world, it looks like you research stuff which is a big deal.
Your scifi, well I don't see the same eye for authenticity or realism, it feels like you need to research strong scifi films and set designs and work toward a more visible art style or building motif that you can riff on in order to make the designs stand out the same way your real world work does.
If you try this, it may also help beef up your hipoly skills and you ought to do more color specularity work, mess with shaders in the UDK or Crysis or something wildly used so you build up an awareness of how to use the tech to accomplish more authentic materials and tricks that are not achievable through 2d and 3d alone.
It's good stuff though, theres a lot of promise in the majority of the work, hope you find somewhere that will look at that rather than just your games industry experience.