The real key is building a solid portfolio of work and putting yourself out there. Networking is super important, as knowing the right people can provide a lot of opportunities.
Don't be afraid to take a job sweeping up a shop or interning. Even if that place does not work out for you, the people you work with there may be able to provide opportunities in the future.
And with that, always be polite, honest (owning up to your mistakes, we all make them), helpful, on time, and willing to go the extra mile. If you are a pleasure to work with, have a good attitude, and can produce quality work, people will either want to hire you or will recommend you for other opportunities.
To build up your portfolio you can find others doing creative projects and offer to help them out. Theater, short films, student films, web productions, haunted houses, etc.
Stereoscopic 3D will still have a lot of challenges. You have things like matching the interocular distance of the user's eyes, lenses to properly form the image so it works right, etc. These are the same challenges companies like Valve and Oculus have been tackling with their VR head mounted displays.
The problem is that the value gained by depth perception will likely be outweighed at the end of the day by the complexity of the system and the headache/eye strain it would likely produce.
Inexpensive off-the shelf solutions are not going to be high resolution, which can also lead to eye strain when you are attempting to create a stereoscopic experience.
I'm still a fan of the traditional small monitor placed inside a costume if there's space. Video goggles work fine if you don't have clearance for a monitor, but I find they end up generating heat (mainly from covering your face), fogging up, and make your face sweaty/itchy. One eye HUDs are pretty handy though.