Since precisely which race's bridge is ambiguous, I'll assume you are referring to modern bridges, which are close enough to Sc2 Terran designs that you can surely explore a bit of creative dexterity to make the two meet.
A simpler bridge, such as this one will require ample preparation in figuring out the scales very precisely. If you don't plan to model the rest of the scene then you don't necessarily need to be concerned about the electrical systems and ensuring they meet some form of realistic standards, but it always helps to figure out exactly how your bridge is actually functioning beforehand, like any scene.
Personally, I find details like chairs and other scale-dependent conforming objects to be really hard to model. So, good luck on that one. It might help to find an orthographic reference of each object or at least multiple shots of the bridge in question so you can create your own ortho reference or at least mentally quantify the scales accordingly. Since you'll want to animate those chairs, ensure each part is actually modeled to be functional so you can avoid clipping. Consider how you'll be texturing them as well - in an engine with a material system like Unreal 4 you can definitely cut a lot of corners in terms of creating texture assets and rely largely on the same maps, breaking them up with masks for various color variations. In an extremely limited engine like Starcraft 2, however, you'll probably need to make most of the texture assets object dependent except in some cases, like with various nuts, bolts, and other small details, where you can easily recycle generic metal assets.
For the console buttons, you have a few options. If you'd like to replicate the "button in a glass" object you'll probably need two actual objects, or at least an object with two material portions. In an engine like Unreal 4 you can also kind of replicate this appearance with pixel depth offset/displacement mapping, but it's probably cheaper to just model it. Sc2 will have issues with multiple transparent objects since it's Dx9, but you can try to cheat your way around some of it with the Priority setting on the material (this is how I got an acceptable middleground with the Nuke explosion in Starcrafts).
Screens can be an animated material in Unreal 4, and you could just use a flipbook in Sc2. It might help to have flipbook animations for every possible variation of what you want them to depict beforehand, so you can call those animations during your cinematics.
Materials for things like cloth on seats is going to be tough, because Sc2 can't do that very well. You're always going to end up with something that looks really glossy and icky, so it's probably best to use leather, metal, plastic, or painted finished for the upholstery whenever you can. Gloss maps can kind of help you keep the slimyness of Deferred under control, but the outdated technology is definitely working against you here. Fresnel can be used to help creative fake velvet-kind of effects if you really need it, and it might help create the illusion of backlit screens on monitors as well. Carpet will be extra tough in something like sc2, so I wish you luck.
Some bridges like this you could get away constructing modularly if you plan out your layout to suit modular pieces. The consoles and chairs in particular are objects you can instance to help speed up the initial phases of blocking out, but as each station will likely have unique tools at their disposal, you'll either want to break down the modular components so they can be instanced but take unique additions to them, or break away from instancing entirely once you have the base assets you know won't change textured and planted into the scene. It will depend on your workflow, I suppose. Kids these days probably sculpt the entire thing in a half-hour anyways.
Next comes your Lighting.
I'm a proponent of realistic lighting, so no satanic witchdoctor devil-summoning backlight for me. Consider each screen and illuminated keypad is going to be producing a light, and if your exterior scene is visible through windows that will also be casting lights. Photo references might be tough (like this one) because auto exposure is aids and makes photography a little unreliable if you're looking for realworld values to base off of. Again, I think finding multiple references of the same material can help you figure out a middleground that works for you.
I know it isn't much of a guide on modeling the actual bridge, because that subject is just way too big. Start off small with sculpting a few simple shapes like a Jellyfish or Atlantis, and move up from there when you've got grip on the rod. I can't sculpt, so I did things the old and inefficient way - extruding everything bit by bit. I first started with an inversed box kind of shape and just tacked crap onto it as I went. It didn't really turn out too well in my opinion, but I never really considered it finished, either. This only took about an hour or two to cobble together (minus the railings - I couldn't model that kind of an object so I had to call in for help from Australia). The most annoying part was how Mirror'd objects in 3ds max turned up backfaced in Unreal. How odd!
/w 2016 and Mapster still doesn't know what to do with bbcode xDDDD