The use of voxels in interactive applications has been applied for decades, with multiple ways of implementation according to the hardware for which it was developed and the objectives of the developer. In video games specifically, voxel-based renderings are generally subject to lighting effects, post-processing, simulations, visual style, and procedural terrain generation and deformation, with complete voxel-built characters being very rare. In this work, an implementation of a voxel-based deformable enemy character developed from the algorithm of Marching Cubes and Signed Distance Fields is explored. In order to analyze the differences in machine performance and user perception, a video game prototype is developed that incorporates the enemy character in two versions: one that uses the voxel-based implementation and the other a conventional polygonal mesh model.