Not sure if you want feedback, but there are a couple of things to point out. First, environment artists should rather have some nice still images instead of a demo reel. There are many reasons for this, I won't go into much detals regarding this topic. Just look up why not to have a demo reel. You'll surely find some very useful information on this topic. The second thing is that the first piece you are showing seems very lazy and low technique wise. Its very high poly compared to that its real time rendered. It also doesn't show any of the neat tricks that are used extensively in properly made game environments (modularity and tiling textures in particular). The second piece which is a prop also looks very high poly and poorly textured. The assets of the japanese graveyard are more game-like, I would say this is the most competent piece of all of them. Do you have a portfolio? What are you aiming for, or what are your goals? With the lack of information, its hard to give more advice than this.