Hi Kahlia, welcome aboard. And lovely name, by the way.
Your question is definitely among the more frequently asked ones, so run a search and have a look for some answers that have cropped up over the years, but since I work in media composition for a living I'll offer you some bullet points of my own too so you know what you're getting into. I wrote this as a blog post some time ago, but I'll include it here for you:
Learn your tools. Master them so they’re never in your way, learn their tricks, personalities, and best practices.
Learn to work fast. Then learn to work faster.
Make an excellent demo reel showcasing a variety of styles.
Make an excellent web presence to host that demo reel and information about yourself. Make it easy for people to Google you and find your music. Make it easy to listen to and share.
Send out 10 emails per day to young directors whose work you admire on YouTube, to game designers whose work you admire, to folks you’ve read about in articles, to people you’ve found on forums dedicated to film making, gaming etc. Ten per day. And don’t stop until you start getting answers. For every 50 emails you send, you’ll likely get between 5 – 10 responses, of which 3 will be a polite no, one of which will be a “we’ll keep you on file”, and the other which might be a “maybe, let’s talk about it.”
While you’re writing so many emails, learn to write well. Be concise, affable, professional, and courteous. The better your emails, the more responses you’ll get.
Respect your work; just because you’re new doesn’t mean you’re not worth money. You may not be worth $500/minute yet, but you sure are worth something. Find a number and try to get paid for your work, even if only an honorarium. If you teach people that you think your work is worth nothing, then don’t be surprised when they keep coming back expecting you to work for free even when they get bigger budgets.
Watch a lot of films, study a lot of film scores, and learn about the process of making films. Not your part, theirs. Find out about cinematography, learn to recognize good editing, refine your eye for good direction and good writing. If you can hold a conversation on their passion with them, you’re already a more attractive prospect than the ignorant composer too caught up in his work to realize that other people exist and contribute to a film. Learn to understand the context within which you’ll be working, in other words.
Learn about audio from other perspectives: learn the physics, learn the psychology of musical influence, learn the biases of cultural identity. Learn about audio formats, about compression, about delivery formats, and about the process of implementing music in a project.
Learn to manage your time well. Figure out how many projects you can have on the go at once (if it’s just one then you’re in the wrong line of work), figure out how many minutes of music you can consistently write per day in various styles (again, if it’s just one then you’re not going to be particularly competitive), and be diligent about sticking within the zone of comfort that allows you to maximize the quality of your work on each project. But don’t stagnate: let that comfort zone expand as you get more experienced.
Now, to your education question I give a more direct answer: be careful. A certain sense of self-awareness is necessary to make a good decision here. While others have differing opinions, in my experience of working in the industry, I've never once been asked about my education nor had it brought up as a point of interest for any of my employers. Not a single time. And my degree is not in music, by the way. That doesn't mean you shouldn't spend those three years studying music, but it does mean that if you are a very capable independent learner then you could possibly spend the time better by studying something that will give you more generally applicable skills, or spend it seeking and finding work experience in the industry while polishing your musical chops independently.
How you decide to proceed is your call, but be aware that you — like the rest of us — are always behind the game. There's always someone faster, better, more talented, cheaper, etc. so in order to be competitive you really do need to jump into the game as early as you possibly can and work hard. Unless those 3 years are very tangibly benefiting the goal of making you more directly competitive (no one cares if you can analyze harmony in a piece) then you're wasting your time and squandering what potential for success you have. Which is very little, by the way. It's a cut-throat and unsupportive environment where you really do have to be brilliant to make your way; at music, at business, at working with technology, at networking especially...
The usual caveats apply here: I'm not trying to discourage you at all, I'm simply saving you some of the coddling bullshit that you may have heard from others; anyone who's told you that writing for film is easier than "real" concert music, anyone who's told you that talent and musical skills are all that matter, etc.
My recommendation to you is to find a local course that will welcome you into the very complex world of digital music production (working in a DAW, using sample libraries, synthesizers, etc.) and going from there — the technology side, in other words. THAT is the kind of stuff that can be very daunting to learn without some guidance. If there's nothing local, look into reputable online courses (Berklee, etc.) which offer quality instruction for a good price on your own time, which leaves you open to pursue work in the meantime.
Do your best to find yourself an opportunity to actually score a film. It's the fastest way to find out if it's what you expect and really want to do.