Well the production session wasn't quote what I expected - the original description for the session that I pulled off the GDC page weeks ago was about a session detailing production from basic insights to more advanced practices. What it turned out to be instead was a look at the production process for a Ratchet and Clank game by High Impact. It was still useful, and offered some interesting insights into the role of a producer being held by a designer instead of a traditional project manager-type person - but it wasn't as generally applicable as I had thought the talk would be.
Yey, it's sunny out. My next session is in Moscone North so I'm going to head over and peruse the Expo and hang out with my student scholar while I wait.