Frey’s art helped define the visual identity of publications that covered the Commodore 64 era and the wider UK games scene, most notably Zzap!64 and CRASH.
Frey trained at the London Film School while working as a freelance illustrator, building a portfolio that included work on properties such as Dan Dare and The Trigan Empire before moving into games journalism.
In 1983 he joined the team that launched CRASH and Zzap!64 under the Newsfield banner.
Both magazines—CRASH for Spectrum coverage and Zzap!64 for the Commodore 64—quickly became influential voices in the UK industry, and Frey’s cover paintings and staff portraits were central to their look and tone.
A statement announcing his death said Frey passed after a battle with cancer at age 74 and extended condolences to his family and friends.
Colleagues and readers remember him for the emotive review portraits he created that served as a visual shorthand for a game’s reception.
After Newsfield’s closure, Frey continued contributing to games media, providing artwork for Europress titles such as N-Force and Sega Force.
In the 1990s he worked as publishing director at Thalamus Publishing, a company associated with several high-profile Commodore 64 releases.
He later co-founded Reckless Books with long-time collaborator Roger Kean; his brother Franco Frey was also part of the Newsfield-era team.
Beyond mainstream games press, Frey produced gay erotic art, and in 2014 some of his work was included in an exhibition at the British Library, highlighting the breadth of his artistic contributions.
In recent years he remained active in the retro gaming community, accepting fan commissions and contributing to print revivals of Zzap!64 and CRASH produced by Fusion Retro Books.
Frey’s influence is visible across decades of British gaming culture: from the heyday of the Commodore 64 and 8-bit magazines to modern retro publishing.
His passing has prompted tributes from readers, former colleagues, and retro-gaming communities who continue to celebrate his distinctive style and impact on game journalism.