Use case: style-transfer. Create ONE new portrait 9:16 pixel-art mountain background for our vertical climbing game. Attached PNG is the APPROVED STYLE reference, not geography to copy. Match its crisp small connected pixel clusters, detailed terrain planes, controlled warm dawn light from upper left, cool blue/lavender shadows, layered atmospheric depth. No blur, no photorealism, no smooth vector art or plastic 3D. Full bleed tall composition, summit around 22-27% from top with ample sky, environment continuing naturally to bottom. Background must remain quiet enough for an orange pixel climber and platforms. No UI, no text, no labels, no people, no floating platforms, no logos. Preserve the particular mountain morphology described below. Natural earth/vegetation colours are allowed; do not recolor every landscape uniformly blue. Real EVEREST from the Nepal/Kala Patthar direction. A dark asymmetric summit rock pyramid, long left ridge and steeper right ridge, recognizable high pale ochre limestone band, dark slate rock with thin snow gullies rather than pure white cone. Lower foreground jagged snow ridge, enormous broken Khumbu glacier with moraines and angular seracs; barren grey-brown high altitude valley fading towards bottom. Keep the true main Everest summit visible and visually distinct from lower foreground peaks. Muted coal/blue rock, ochre band, lavender ice and delicate warm dawn touches; avoid making all of Everest white or adding any vegetation.
