I explained to my peers what my current ideas are, and asked them for their feedback. For the most part it was positive, with some of my more experienced peers saying that all of my work sounded very doable in the given time (which is a relief, as I was worried my inclusion of a complex asset was giving myself too much extra work). Here I will go over some of their constuctive critisism, and their suggestions.
Some of my peers who are more experienced in Blender suggested that I look more into sculpt mode specifically in order to create my statue. To be honest, I began to experiment with modelling a head in edit mode in blender, and was finding it difficult, since when you add subdivisions it stops the model from looking organic, and is difficult to make a smooth shape with lots of detail, whilst also looking organic. I think that my next step in this project is to look more into sculp mode, and find some tutorials on it so that I can make my statue more easily.
Something that my peers pointed out when I explained my ideas behind the clouds was that it would be extremely difficult to model/sculpt each cloud individually, and that if I were to include the clouds as a transparent asset (especially if they were moving) it would make the environment a lot more laggy, and would vastly increase the polycount. This was the other piece of advice my peers gave me; since I am going to be creating multiple complex meshes, I should keep an eye out for lag, and try and keep my texturing simple. To combat this issue, I looked a bit further into a function in sculpt mode called "multi resolution", wherein you can reduce the number of polys, and thereby make your eventual mesh less complex.