I really like the concept here. seems kinda like a
kingpin life of crime inspired game or something of that ilk. if done with that quality, this will be an amazing game. Right now, it's a somewhat ugly hodgepodge of models that do not fit together. You probably don't want to hear this but bear with me.
You've got rows of the exact same car, facing the same way, but in different colours. You've got 4000 polygon vehicles right next to what appears to be a pile of boxes masquerading as a towtruck. You've got nearly no shadows in the entire scene, despite the fact that it is at night. The collection of media is big enough You need to put some more time and experimentation into lightmapping, ambience, surface, fog, and at very least retexturing cartoony stuff to fit the realistic style. The scene portrayed here would appear much less amateurish if you captured a more complete
tonal range with your lights and shadows.
It is impressive that on your first WIP game you're incorporating custom mixamo characters, but considering the frame rate is already that low even before you put in all the other characters you're mentioning, you might consider toning down the scope a bit, and trying to build the gameplay AS you build the level. that helps you not create a giant empty world that becomes too computationally demanding to make a game within. Depends on the computer you're aiming for being able to play the game. I aim to be able to record gameplay of my games on highest on my computer with fraps, and be able to capture 60 fps at least the majority of the time.
on a nitpicky note, I'd have rather seen 10 good screenshots of that map then a 10 minute video of you walking around talking about nearly every prop. I WOULD however like to see a video of the gameplay of this game.