Here's a piece of game scenery for you guys:
The first thing I look at it the space between the signs and the border of the image.
And that's all I can see! Negative space is very tricky, and especially with geometric shapes having something that close to the border but not touch it or extending past it really hurts visually. With the blurriness meaning to show that's it's not what is focused on is an attempt to create depth doesn't work if the objects further than the focal point are not blurred as well. At things get further they get blurrier and shouldn't be as bright. You can get things so infront that they are out of focus, but it's really strange here. On your ground plane, what is further away is brighter than what is close to you, along with also bringing your eye too close to the border and gettting stuck in it, it doesn't help enforce the perspective you want to show.
I think having this kind of perspective on a curved thing is a pretty bold idea! It sure makes it interesting, but I think there are too many errors that keep it from being believable, like the signs being on different levels per piller, and the first two signs not having as perspective applied to them like the last two have. I think not having the first signs so in your face can give you more room to work with establishing a space people can understand better.