Gamer Portal Ice Cubes

The Portal 2 Companion Cube Ice Cube Tray is Super Nerdy

The Companion Cube is a time-traveling object that shows up recursively throughout the gamer universe of Portal 2. Think Geek recently designed a series of sci-fi ice cube trays modeled after the iconic video game cube.

In the universe of Portal 2, the Companion Cube was given to the main character Chell to help her complete the 17th test chamber. The cube is a essentially a gray block covered with a pink heart engraving on each side. Inspired by the popular video game, Think Geek created a silicone ice cube tray that molds water into tiny frozen Companion Cubes. Video game enthusiasts can enjoy popping two or three of these icy Companion Cubes into their favorite drinks next time they sit down to play a round of Portal 2.

Video Game Merchandise
Opportunity for creating more video game-inspired merchandise such as ice cube trays and other collectibles for fans.
Nostalgia Marketing
Marketing products that tap into nostalgia for iconic video game memorabilia can garner increased sales from fans of the game and collectors alike.
Fan Culture
Explosion of fan culture has deep potential to influence new generations of gamers and afford new opportunities for game franchise owners to generate revenue through merchandise creation.

Sectors Adopting This

Gaming Industry
There is potential for the gaming industry to benefit from fans purchasing merchandise, collectibles and memorabilia of their favorite video games thereby supplementing their business profits.
Food and Beverage Industry
Similar products can be developed by the food and beverage industry, which can partner with gaming industry giants or develop their own line of video game-inspired recipes and merchandise to appeal to video game enthusiasts.
Toys and Collectibles Industry
The toys and collectibles industry can seize opportunities to partner with the gaming industry to create a line of video game-inspired merchandise targeting video game enthusiasts and collectors.
SCORE
1.4 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 21%
Activity 14%
Freshness 8%

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